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class_skeleton

reduz edited this page Feb 23, 2014 · 11 revisions

Skeleton

Inherits: spatial\ Category: Core\

Brief Description

Skeleton for characters and animated objects.

Member Functions

Numeric Constants

  • NOTIFICATION_UPDATE_SKELETON = 50

Description

Skeleton provides a hierachial interface for managing bones, including pose, rest and animation (see animation). Skeleton will support rag doll dynamics in the future.

Member Function Description

== add_bone ==

  • void #add_bone( String name ) \ Add a bone, with name "name". #get_bone_count will become the bone index. == find_bone ==
  • int #find_bone( String name ) const \ Return the bone index that matches "name" as its name. == get_bone_name ==
  • String #get_bone_name( int bone_idx ) const \ Return the name of the bone at index "index" == get_bone_parent ==
  • int #get_bone_parent( int bone_idx ) const \ Return the bone index which is the parent of the bone at "bone_idx". If -1, then bone has no parent. Note that the parent bone returned will always be less than "bone_idx". == set_bone_parent ==
  • void #set_bone_parent( int bone_idx, int parent_idx ) \ Set the bone index "parent_idx" as the parent of the bone at "bone_idx". If -1, then bone has no parent. Note: "parent_idx" must be less than "bone_idx". == get_bone_count ==
  • int #get_bone_count(****) const \ Return the amount of bones in the skeleton. == get_bone_rest ==
  • Transform #get_bone_rest( int bone_idx ) const \ Return the rest transform for a bone "bone_idx". == set_bone_rest ==
  • void #set_bone_rest( int bone_idx, Transform rest ) \ Set the rest transform for bone "bone_idx" == bind_child_node_to_bone ==
  • void #bind_child_node_to_bone( int bone_idx, Node node ) \ Deprecated soon == unbind_child_node_from_bone ==
  • void #unbind_child_node_from_bone( int bone_idx, Node node ) \ Deprecated soon == get_bound_child_nodes_to_bone ==
  • Array #get_bound_child_nodes_to_bone( int bone_idx ) const \ Deprecated Soon == clear_bones ==
  • void #clear_bones(****) \ Clear all the bones in this skeleton. == get_bone_pose ==
  • Transform #get_bone_pose( int bone_idx ) const \ Return the pose transform for bone "bone_idx". == set_bone_pose ==
  • void #set_bone_pose( int bone_idx, Transform pose ) \ Return the pose transform for bone "bone_idx".

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