Свойство | Type | Description | |
---|---|---|---|
animationList | Axiom.Collections.AnimationCollection | ||
attachmentPoints | List |
||
boneList | BoneCollection | ||
namedBoneList | AxiomCollection |
||
rootBones | BoneList |
Méthode | Description | |
---|---|---|
ContainsAnimation ( string name ) : bool | ||
ContainsBone ( string name ) : bool |
Checks to see if a bone exists
|
|
CreateAnimation ( string name, float length ) : |
Creates a new Animation object for animating this skeleton.
|
|
CreateAttachmentPoint ( string name, ushort parentHandle, Axiom.MathLib.Quaternion rotation, Vector3 translation ) : |
TODO: should this replace an existing attachment point with the same name?
|
|
CreateBone ( ) : Bone |
Creates a brand new Bone owned by this Skeleton. This method creates an unattached new Bone for this skeleton. Unless this is to be the root bone (there must only be one of these), you must attach it to another Bone in the skeleton using addChild for it to be any use. For this reason you will likely be better off creating child bones using the Bone.CreateChild method instead, once you have created the root bone. Note that this method automatically generates a handle for the bone, which you can retrieve using Bone.Handle. If you wish the new Bone to have a specific handle, use the alternate form of this method which takes a handle as a parameter, although you should note the restrictions. |
|
CreateBone ( string name ) : Bone |
Creates a brand new Bone owned by this Skeleton. This method creates an unattached new Bone for this skeleton. Unless this is to be the root bone (there must only be one of these), you must attach it to another Bone in the skeleton using addChild for it to be any use. For this reason you will likely be better off creating child bones using the Bone.CreateChild method instead, once you have created the root bone. |
|
CreateBone ( string name, ushort handle ) : Bone |
Creates a brand new Bone owned by this Skeleton.
|
|
CreateBone ( ushort handle ) : Bone |
Creates a brand new Bone owned by this Skeleton.
|
|
DumpContents ( string fileName ) : void |
|
|
GetAnimation ( string name ) : |
Returns the animation with the specified name.
|
|
GetBone ( string name ) : Bone |
Gets a bone by its name.
|
|
GetBone ( ushort handle ) : Bone |
Gets a bone by its handle.
|
|
GetRootBone ( int index ) : Bone |
Gets the root bone at the specified index.
|
|
InitAnimationState ( Axiom.Animating.AnimationStateSet animSet ) : void |
Initialize an animation set suitable for use with this mesh. Only recommended for use inside the engine, not by applications. |
|
RemoveAnimation ( string name ) : void |
Removes the animation with the specified name from this skeleton.
|
|
Reset ( ) : void |
Resets the position and orientation of all bones in this skeleton to their original binding position. A skeleton is bound to a mesh in a binding pose. Bone positions are then modified from this position during animation. This method returns all the bones to their original position and orientation. |
|
Reset ( bool resetManualBones ) : void |
Resets the position and orientation of all bones in this skeleton to their original binding position. A skeleton is bound to a mesh in a binding pose. Bone positions are then modified from this position during animation. This method returns all the bones to their original position and orientation. |
|
SetAnimationState ( Axiom.Animating.AnimationStateSet animSet ) : void |
|
|
SetBindingPose ( ) : void |
Sets the current position / orientation to be the 'binding pose' ie the layout in which bones were originally bound to a mesh.
|
|
Skeleton ( |
Constructor, don't call directly, use SkeletonManager. On creation, a Skeleton has a no bones, you should create them and link them together appropriately. |
|
Skeleton ( |
Constructor, don't call directly, use SkeletonManager. On creation, a Skeleton has a no bones, you should create them and link them together appropriately. |
|
UpdateTransforms ( ) : void |
Updates all the derived transforms in the skeleton.
|
Méthode | Description | |
---|---|---|
DeriveRootBone ( ) : void |
Internal method which parses the bones to derive the root bone.
|
|
load ( ) : void |
Generic load, called by SkeletonManager.
|
|
unload ( ) : void |
Generic unload, called by SkeletonManager.
|
Méthode | Description | |
---|---|---|
GetBoneMatrices ( Axiom.MathLib.Matrix4 matrices ) : void |
Populates the passed in array with the bone matrices based on the current position. Internal use only. The array passed in must be at least as large as the number of bones. Assumes animation has already been updated. |
|
Skeleton ( ) : System |
public ContainsAnimation ( string name ) : bool | ||
name | string | |
Résultat | bool |
public ContainsBone ( string name ) : bool | ||
name | string | Name of the bone to check. |
Résultat | bool |
public CreateAnimation ( string name, float length ) : |
||
name | string | The name of this animation |
length | float | The length of the animation in seconds |
Résultat |
public CreateAttachmentPoint ( string name, ushort parentHandle, Axiom.MathLib.Quaternion rotation, Vector3 translation ) : |
||
name | string | |
parentHandle | ushort | |
rotation | Axiom.MathLib.Quaternion | |
translation | Vector3 | |
Résultat |
public CreateBone ( string name ) : Bone | ||
name | string | /// The name to give to this new bone - must be unique within this skeleton. /// Note that the way the engine looks up bones is via a numeric handle, so if you name a /// Bone this way it will be given an automatic sequential handle. The name is just /// for your convenience, although it is recommended that you only use the handle to /// retrieve the bone in performance-critical code. /// |
Résultat | Bone |
public CreateBone ( string name, ushort handle ) : Bone | ||
name | string | /// The name to give to this new bone - must be unique within this skeleton. /// Note that the way the engine looks up bones is via a numeric handle, so if you name a /// Bone this way it will be given an automatic sequential handle. The name is just /// for your convenience, although it is recommended that you only use the handle to /// retrieve the bone in performance-critical code. /// |
handle | ushort | /// The handle to give to this new bone - must be unique within this skeleton. /// You should also ensure that all bone handles are eventually contiguous (this is to simplify /// their compilation into an indexed array of transformation matrices). For this reason /// it is advised that you use the simpler createBone method which automatically assigns a /// sequential handle starting from 0. /// |
Résultat | Bone |
public CreateBone ( ushort handle ) : Bone | ||
handle | ushort | /// The handle to give to this new bone - must be unique within this skeleton. /// You should also ensure that all bone handles are eventually contiguous (this is to simplify /// their compilation into an indexed array of transformation matrices). For this reason /// it is advised that you use the simpler createBone method which automatically assigns a /// sequential handle starting from 0. /// |
Résultat | Bone |
public DumpContents ( string fileName ) : void | ||
fileName | string | |
Résultat | void |
public GetAnimation ( string name ) : |
||
name | string | Name of the animation to retrieve. |
Résultat |
public GetBone ( string name ) : Bone | ||
name | string | Name of the bone to retrieve. |
Résultat | Bone |
public GetBone ( ushort handle ) : Bone | ||
handle | ushort | Handle of the bone to retrieve. |
Résultat | Bone |
public GetRootBone ( int index ) : Bone | ||
index | int | Index of the root bone to return. |
Résultat | Bone |
public InitAnimationState ( Axiom.Animating.AnimationStateSet animSet ) : void | ||
animSet | Axiom.Animating.AnimationStateSet | |
Résultat | void |
public RemoveAnimation ( string name ) : void | ||
name | string | Name of the animation to remove. |
Résultat | void |
public Reset ( bool resetManualBones ) : void | ||
resetManualBones | bool | |
Résultat | void |
public SetAnimationState ( Axiom.Animating.AnimationStateSet animSet ) : void | ||
animSet | Axiom.Animating.AnimationStateSet | |
Résultat | void |
public Skeleton ( |
||
parent | ||
name | String | |
handle | System.UInt64 | |
group | string | |
Résultat | System |
public Skeleton ( |
||
parent | ||
name | String | |
handle | System.UInt64 | |
group | string | |
isManual | bool | |
loader | IManualResourceLoader | |
Résultat | System |
protected AnimationCollection,Axiom.Collections animationList | ||
Résultat | Axiom.Collections.AnimationCollection |
protected AxiomCollection |
||
Résultat | AxiomCollection |