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Public API Reference |
The skeleton socket object wraps a relative transform of a bone. More...
#include <imesh/skeleton.h>
Public Member Functions | |
| virtual iSkeletonBone * | GetBone ()=0 |
| Get parent bone. | |
| virtual iSkeletonSocketFactory * | GetFactory ()=0 |
| Get factory of the socket. | |
| virtual csReversibleTransform & | GetFullTransform ()=0 |
| Get full transform of the socket. | |
| virtual const char * | GetName () const =0 |
| Get socket name. | |
| virtual iSceneNode * | GetSceneNode ()=0 |
| Get scene node. | |
| virtual csReversibleTransform & | GetTransform ()=0 |
| Get socket transform in parent's coordsys. | |
| virtual void | SetBone (iSkeletonBone *bone)=0 |
| Set parent bone. | |
| virtual void | SetName (const char *name)=0 |
| Set socket name. | |
| virtual void | SetSceneNode (iSceneNode *node)=0 |
| Set scene node (mesh, camera or light). | |
| virtual void | SetTransform (const csReversibleTransform &transform)=0 |
| Set socket transform in parent's coordsys. | |
The skeleton socket object wraps a relative transform of a bone.
It is used to attach meshes, cameras or lights to a bone. When bone animates it moves the attached object to the socket too. This is usefull to create an invertory of a model.
Definition at line 568 of file skeleton.h.
| virtual iSkeletonBone* iSkeletonSocket::GetBone | ( | ) | [pure virtual] |
Get parent bone.
| virtual iSkeletonSocketFactory* iSkeletonSocket::GetFactory | ( | ) | [pure virtual] |
Get factory of the socket.
| virtual csReversibleTransform& iSkeletonSocket::GetFullTransform | ( | ) | [pure virtual] |
Get full transform of the socket.
| virtual const char* iSkeletonSocket::GetName | ( | ) | const [pure virtual] |
Get socket name.
| virtual iSceneNode* iSkeletonSocket::GetSceneNode | ( | ) | [pure virtual] |
Get scene node.
| virtual csReversibleTransform& iSkeletonSocket::GetTransform | ( | ) | [pure virtual] |
Get socket transform in parent's coordsys.
| virtual void iSkeletonSocket::SetBone | ( | iSkeletonBone * | bone | ) | [pure virtual] |
Set parent bone.
| virtual void iSkeletonSocket::SetName | ( | const char * | name | ) | [pure virtual] |
Set socket name.
| virtual void iSkeletonSocket::SetSceneNode | ( | iSceneNode * | node | ) | [pure virtual] |
Set scene node (mesh, camera or light).
| virtual void iSkeletonSocket::SetTransform | ( | const csReversibleTransform & | transform | ) | [pure virtual] |
Set socket transform in parent's coordsys.