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ParaEngine::CBoneChain Struct Reference

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
 

Detailed Description

a chain of bones which will be rotated with some constraint.

Member Function Documentation

§ RotateBoneChain()

void ParaEngine::CBoneChain::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.

Parameters
allBones

§ SetStartBone()

void ParaEngine::CBoneChain::SetStartBone ( Bone *  allBones,
int  nStart,
const int *  m_boneLookup = NULL 
)

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.

Parameters
allBones
nStartthe index of the start bone's child.Normally, nStart is the HEAD, so the bone chain will be NECK->SHOULDER->CHEST->WAIST

The documentation for this struct was generated from the following files: