71 Bone* createChild(
unsigned short handle,
76 unsigned short getHandle(
void)
const;
81 void setBindingPose(
void);
103 void setManuallyControlled(
bool manuallyControlled);
106 bool isManuallyControlled()
const;
113 void _getOffsetTransform(
Matrix4& m)
const;
123 void needUpdate(
bool forceParentUpdate =
false);
134 Node* createChildImpl(
void);
Implementation of a Quaternion, i.e.
A collection of Bone objects used to animate a skinned mesh.
const Quaternion & _getBindingPoseInverseOrientation(void) const
Gets the inverted binding pose orientation.
unsigned short mHandle
The numeric handle of this bone.
Quaternion mBindDerivedInverseOrientation
The inversed derived orientation of the bone in the binding pose.
Class encapsulating a standard 4x4 homogeneous matrix.
Standard 3-dimensional vector.
Class representing a general-purpose node an articulated scene graph.
const Vector3 & _getBindingPoseInverseScale(void) const
Gets the inverted binding pose scale.
Vector3 mBindDerivedInversePosition
The inversed derived position of the bone in the binding pose.
Skeleton * mCreator
Pointer back to creator, for child creation (not smart ptr so child does not preserve parent) ...
bool mManuallyControlled
Bones set as manuallyControlled are not reseted in Skeleton::reset()
const Vector3 & _getBindingPoseInversePosition(void) const
Gets the inverted binding pose position.
static const Quaternion IDENTITY
Vector3 mBindDerivedInverseScale
The inversed derived scale of the bone in the binding pose.
static const Vector3 ZERO