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Public API Reference |
Animation-related types. More...
Classes | |
| class | AnimatedMeshState |
| Holds the state of an animesh skeleton for a frame, ie the position and rotation of each bone of the skeleton. More... | |
| class | AnimNodeManagerCommon |
| Template class for animation node plugin managers. More... | |
| struct | BoneMapping |
| This class holds the mapping between the bones of a source and a target skeleton. More... | |
| class | BVHMocapParser |
| Tool for parsing BVH (BioVision Hierarchical data) motion capture ressource files. More... | |
| struct | iBodyBone |
| A body bone holds the physical description of the bone of an animated mesh. More... | |
| struct | iBodyBoneCollider |
| These are the properties of the collider associated to a bone. More... | |
| struct | iBodyBoneJoint |
| These are the properties of the joint associated to a bone. More... | |
| struct | iBodyBoneProperties |
| These are the main properties of a bone's rigid body. More... | |
| struct | iBodyChain |
| A body chain is a subtree of the skeleton of an animated mesh. More... | |
| struct | iBodyChainNode |
| A node in a body chain tree. More... | |
| struct | iBodyManager |
| A class to manage the creation and deletion of bodies' skeletons. More... | |
| struct | iBodySkeleton |
| This class holds the physical description of the skeleton of an animated mesh. More... | |
| struct | iFurAnimatedMeshControl |
| Animation controller for animated mesh. More... | |
| struct | iFurAnimationControl |
| Simple Animation Controller. More... | |
| struct | iFurPhysicsControl |
| Controller that updates the iFurMesh's geometry. More... | |
| struct | iSkeleton |
| A skeleton instance defines the state of a CS::Mesh::iAnimatedMesh. More... | |
| struct | iSkeletonAnimation |
| Data structure for raw skeletal animations. More... | |
| struct | iSkeletonAnimationNode |
| Raw animation node. More... | |
| struct | iSkeletonAnimationNodeFactory |
| Factory for raw animation nodes. More... | |
| struct | iSkeletonAnimCallback |
| A callback to be implemented if you want to be notified when the state of an animation or animation tree is changed. More... | |
| struct | iSkeletonAnimNode |
| Base type for the animation nodes in the hierarchical blending tree of the skeletal animation system. More... | |
| struct | iSkeletonAnimNodeFactory |
| Base type for nodes in the hierarchical blending tree factory of the skeletal animation system. More... | |
| struct | iSkeletonAnimNodeManager |
| Template for an animation node manager. More... | |
| struct | iSkeletonAnimPacket |
| An animation packet instance. More... | |
| struct | iSkeletonAnimPacketFactory |
| Defines a factory for a skeletal animation packet (iSkeletonAnimPacket). More... | |
| struct | iSkeletonBlendNode |
| An animation node that blends together the sub-nodes based on their weights. More... | |
| struct | iSkeletonBlendNodeFactory |
| Factory for blend nodes, ie nodes which blend together any number of sub-nodes. More... | |
| struct | iSkeletonDebugNode |
| An animation node that let visualize the dynamics of any animation node. More... | |
| struct | iSkeletonDebugNodeFactory |
| Factory for the 'debug' animation node (see CS::Animation::iSkeletonDebugNode). More... | |
| struct | iSkeletonDebugNodeManager |
| A class to manage the creation and deletion of debug animation node factories. More... | |
| struct | iSkeletonFactory |
| A skeleton factory is an object defining the base pose and topology from which CS::Animation::iSkeleton instances can be created. More... | |
| struct | iSkeletonFSMNode |
| An animation node that uses a Finite State Machine (FSM) to determine the animation to be played. More... | |
| struct | iSkeletonFSMNodeFactory |
| Factory for Finite State Machine (FSM) animation nodes. More... | |
| struct | iSkeletonIKCCDNode |
| An implementation of the CS::Animation::iSkeletonIKNodeFactory based on a quaternion version of the Cyclic Coordinate Descent algorithm. More... | |
| struct | iSkeletonIKCCDNodeFactory |
| An implementation of the CS::Animation::iSkeletonIKNodeFactory based on a quaternion version of the Cyclic Coordinate Descent algorithm. More... | |
| struct | iSkeletonIKNode |
| An animation node that generates an animation for a sub-part of the skeleton (a CS::Animation::iBodyChain) by specifying some geometrical constraints on the effectors placed on the skeleton. More... | |
| struct | iSkeletonIKNodeFactory |
| Factory for the Inverse Kinematics animation node. More... | |
| struct | iSkeletonIKNodeManager |
| A class to manage the creation and deletion of Inverse Kinematics animation node factories. More... | |
| struct | iSkeletonIKPhysicalNode |
| An implementation of the CS::Animation::iSkeletonIKNode based on physical simulation. More... | |
| struct | iSkeletonIKPhysicalNodeFactory |
| An implementation of the CS::Animation::iSkeletonIKNodeFactory based on physical simulation. More... | |
| struct | iSkeletonLookAtListener |
| A listener to be implemented if you want to be notified when the target has been reached or lost. More... | |
| struct | iSkeletonLookAtNode |
| An animation node that controls a bone of an animesh in order to make it look at a target. More... | |
| struct | iSkeletonLookAtNodeFactory |
| Factory for the 'LookAt' animation node. More... | |
| struct | iSkeletonLookAtNodeManager |
| A class to manage the creation and deletion of 'LookAt' animation node factories. More... | |
| struct | iSkeletonManager |
| Skeletal system base object, representing the entire skeletal and skeletal animation system. More... | |
| struct | iSkeletonPriorityNode |
| An animation node that blends together the sub-nodes based on their priority. More... | |
| struct | iSkeletonPriorityNodeFactory |
| Factory for priority blend nodes, ie nodes blending sub-nodes on the base of their current priority. More... | |
| struct | iSkeletonRagdollNode |
| An animation node that interacts with the dynamic simulation in order to control the animation of the animated mesh, and/or in order to make the mesh collide with the rigid bodies of the simulation. More... | |
| struct | iSkeletonRagdollNodeFactory |
| Factory for the ragdoll animation node. More... | |
| struct | iSkeletonRagdollNodeManager |
| A class to manage the creation and deletion of ragdoll animation node factories. More... | |
| struct | iSkeletonRandomNode |
| An animation node that selects randomly the sub-nodes to be played. More... | |
| struct | iSkeletonRandomNodeFactory |
| Factory for blending nodes playing randomly their sub-nodes. More... | |
| struct | iSkeletonRetargetNode |
| An animation node that can retarget an animation from one skeleton to another. More... | |
| struct | iSkeletonRetargetNodeFactory |
| Factory for the 'Retarget' animation node. More... | |
| struct | iSkeletonRetargetNodeManager |
| A class to manage the creation and deletion of 'Retarget' animation node factories. More... | |
| struct | iSkeletonSpeedNode |
| An animation node that takes some animations of the animesh moving at different speed (eg idle, walking, running), and blend them to achieve any custom speed. More... | |
| struct | iSkeletonSpeedNodeFactory |
| Factory for the 'speed' animation node. More... | |
| struct | iSkeletonSpeedNodeManager |
| A class to manage the creation and deletion of speed animation node factories. More... | |
| struct | iSoftBodyAnimationControl |
| Animation control for a genmesh animated by a CS::Physics::Bullet::iSoftBody. More... | |
| struct | iSoftBodyAnimationControlFactory |
| Animation control factory for a genmesh animated by a CS::Physics::Bullet::iSoftBody. More... | |
| struct | iSoftBodyAnimationControlType |
| Animation control type for a genmesh animated by a CS::Physics::Bullet::iSoftBody. More... | |
| class | MocapParser |
| Tool for parsing motion capture ressource files and importing them into an animation data suitable for the CS::Mesh::iAnimatedMesh. More... | |
| struct | MocapParserResult |
| Return structure for CS::Animation::MocapParser::ParseData() More... | |
| struct | NameBoneMappingHelper |
| This helper class can generate a bone mapping by simply taking the corresponding bones that have the same name. More... | |
| class | SkeletonAnimNodeFactory |
| Base implementation of a CS::Animation::iSkeletonAnimNodeFactory. More... | |
| class | SkeletonAnimNodeFactoryMulti |
| Base implementation of a CS::Animation::iSkeletonAnimNodeFactory with more than one child. More... | |
| class | SkeletonAnimNodeFactorySingle |
| Base implementation of a CS::Animation::iSkeletonAnimNodeFactory with a single child. More... | |
| class | SkeletonAnimNodeSingle |
| Base implementation of a CS::Animation::iSkeletonAnimNode with a single child. More... | |
| class | SkeletonAnimNodeSingleBase |
| Methods of SkeletonAnimNodeSingle not dependent on the factory type. More... | |
Typedefs | |
| typedef unsigned int | EffectorID |
| Identifier for an effector within an Inverse Kinematics animation node. | |
Enumerations | |
| enum | RagdollState { STATE_INACTIVE = 0, STATE_DYNAMIC, STATE_KINEMATIC } |
| The physical state of a body chain. More... | |
| enum | SkeletonDebugMode { DEBUG_NONE = 0, DEBUG_2DLINES = 1 << 1, DEBUG_SQUARES = 1 << 2, DEBUG_IMAGES = 1 << 3, DEBUG_BBOXES = 1 << 4 } |
| The visualization mode to be used by the CS::Animation::iSkeletonDebugNode. More... | |
Skeletal animation | |
| enum | SynchronizationMode { SYNC_NONE, SYNC_FIRSTFRAME } |
| Different synchronization modes. More... | |
| typedef unsigned int | ChannelID |
| Identifier for a channel within an animation. | |
| typedef unsigned int | KeyFrameID |
| Identifier for a keyframe within an animation channel. | |
| typedef unsigned int | StateID |
| Identifier for a state within a FSM animation node. | |
| static const ChannelID | InvalidChannelID = (ChannelID)~0 |
| ID for an invalid channel. | |
| static const KeyFrameID | InvalidKeyframeID = (KeyFrameID)~0 |
| ID for an invalid keyframe number. | |
| static const StateID | InvalidStateID = (StateID)~0 |
| ID for an invalid state. | |
Skeleton | |
| typedef size_t | BoneID |
| Identifier for single bone data. | |
| static const BoneID | InvalidBoneID = (BoneID)~0 |
| ID for an invalid bone. | |
Animation-related types.
| typedef unsigned int CS::Animation::EffectorID |
The physical state of a body chain.
The visualization mode to be used by the CS::Animation::iSkeletonDebugNode.