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My Project
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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 |
1.8.12