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a chain of bones which will be rotated with some constraint. More...
#include <BoneChain.h>
Classes | |
struct | BoneItem |
Public Member Functions | |
CBoneChain (int bBoneCount=4) | |
void | SetStartBone (Bone *allBones, int nStart, const int *m_boneLookup=NULL) |
set the start bone index. More... | |
void | RotateBoneChain (const Vector3 &vAxis, Bone *allBones, int nMaxBoneNum, float fAngle, const AnimIndex &CurrentAnim, const AnimIndex &BlendingAnim, float blendingFactor, IAttributeFields *pAnimInstance=NULL) |
rotate a chain of bones around the Y axis by a given radius. More... | |
Public Attributes | |
BoneItem | m_boneChain [4] |
int | m_nBoneCount |
a chain of bones which will be rotated with some constraint.
void ParaEngine::CBoneChain::RotateBoneChain | ( | const Vector3 & | vAxis, |
Bone * | allBones, | ||
int | nMaxBoneNum, | ||
float | fAngle, | ||
const AnimIndex & | CurrentAnim, | ||
const AnimIndex & | BlendingAnim, | ||
float | blendingFactor, | ||
IAttributeFields * | pAnimInstance = NULL |
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) |
rotate a chain of bones around the Y axis by a given radius.
allBones | |
void ParaEngine::CBoneChain::SetStartBone | ( | Bone * | allBones, |
int | nStart, | ||
const int * | m_boneLookup = NULL |
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set the start bone index.
We will therefore build a chain of bones by recursively get the parent bone. please note that the first bone is the parent of nStart.
allBones | |
nStart | the index of the start bone's child.Normally, nStart is the HEAD, so the bone chain will be NECK->SHOULDER->CHEST->WAIST |