OGRE  1.12.9
Object-Oriented Graphics Rendering Engine
Ogre::Bone Class Reference

A bone in a skeleton. More...

#include <OgreBone.h>

+ Inheritance diagram for Ogre::Bone:

Public Member Functions

 Bone (const String &name, unsigned short handle, Skeleton *creator)
 Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone) More...
 
 Bone (unsigned short handle, Skeleton *creator)
 Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone) More...
 
 ~Bone ()
 
const Quaternion_getBindingPoseInverseOrientation (void) const
 Gets the inverted binding pose orientation. More...
 
const Vector3_getBindingPoseInversePosition (void) const
 Gets the inverted binding pose position. More...
 
const Vector3_getBindingPoseInverseScale (void) const
 Gets the inverted binding pose scale. More...
 
void _getOffsetTransform (Affine3 &m) const
 Gets the transform which takes bone space to current from the binding pose. More...
 
BonecreateChild (unsigned short handle, const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates a new Bone as a child of this bone. More...
 
unsigned short getHandle (void) const
 Gets the numeric handle for this bone (unique within the skeleton). More...
 
bool isManuallyControlled () const
 Getter for mManuallyControlled Flag. More...
 
void needUpdate (bool forceParentUpdate=false)
 
void reset (void)
 Resets the position and orientation of this Bone to the original binding position. More...
 
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. More...
 
void setManuallyControlled (bool manuallyControlled)
 Sets whether or not this bone is manually controlled. More...
 
- Public Member Functions inherited from Ogre::Node
 Node ()
 Constructor, should only be called by parent, not directly. More...
 
 Node (const String &name)
 Constructor, should only be called by parent, not directly. More...
 
virtual ~Node ()
 
const Quaternion_getDerivedOrientation (void) const
 Gets the orientation of the node as derived from all parents. More...
 
const Vector3_getDerivedPosition (void) const
 Gets the position of the node as derived from all parents. More...
 
const Vector3_getDerivedScale (void) const
 Gets the scaling factor of the node as derived from all parents. More...
 
const Affine3_getFullTransform (void) const
 Gets the full transformation matrix for this node. More...
 
void _setDerivedOrientation (const Quaternion &q)
 Sets the final world orientation of the node directly. More...
 
void _setDerivedPosition (const Vector3 &pos)
 Sets the final world position of the node directly. More...
 
virtual void _update (bool updateChildren, bool parentHasChanged)
 Internal method to update the Node. More...
 
void addChild (Node *child)
 Adds a (precreated) child scene node to this node. More...
 
void cancelUpdate (Node *child)
 Called by children to notify their parent that they no longer need an update. More...
 
Vector3 convertLocalToWorldDirection (const Vector3 &localDir, bool useScale)
 Gets the world direction of a point in the node local space useful for simple transforms that don't require a child node. More...
 
Quaternion convertLocalToWorldOrientation (const Quaternion &localOrientation)
 Gets the world orientation of an orientation in the node local space useful for simple transforms that don't require a child node. More...
 
Vector3 convertLocalToWorldPosition (const Vector3 &localPos)
 Gets the world position of a point in the node local space useful for simple transforms that don't require a child node. More...
 
Vector3 convertWorldToLocalDirection (const Vector3 &worldDir, bool useScale)
 Gets the local direction, relative to this node, of the given world-space direction. More...
 
Quaternion convertWorldToLocalOrientation (const Quaternion &worldOrientation)
 Gets the local orientation, relative to this node, of the given world-space orientation. More...
 
Vector3 convertWorldToLocalPosition (const Vector3 &worldPos)
 Gets the local position, relative to this node, of the given world-space position. More...
 
virtual NodecreateChild (const String &name, const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates a new named Node as a child of this node. More...
 
virtual NodecreateChild (const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
 Creates an unnamed new Node as a child of this node. More...
 
NodegetChild (const String &name) const
 Gets a pointer to a named child node. More...
 
NodegetChild (unsigned short index) const
 Gets a pointer to a child node. More...
 
ChildNodeIterator getChildIterator (void)
 
ConstChildNodeIterator getChildIterator (void) const
 
const ChildNodeMapgetChildren () const
 List of sub-nodes of this Node. More...
 
DebugRenderablegetDebugRenderable (Real scaling)
 
bool getInheritOrientation (void) const
 Returns true if this node is affected by orientation applied to the parent node. More...
 
bool getInheritScale (void) const
 Returns true if this node is affected by scaling factors applied to the parent node. More...
 
const QuaterniongetInitialOrientation (void) const
 Gets the initial orientation of this node, see setInitialState for more info. More...
 
const Vector3getInitialPosition (void) const
 Gets the initial position of this node, see setInitialState for more info. More...
 
const Vector3getInitialScale (void) const
 Gets the initial position of this node, see setInitialState for more info. More...
 
ListenergetListener (void) const
 Gets the current listener for this Node. More...
 
Matrix3 getLocalAxes (void) const
 Gets a matrix whose columns are the local axes based on the nodes orientation relative to it's parent. More...
 
const StringgetName (void) const
 Returns the name of the node. More...
 
const QuaterniongetOrientation () const
 Returns a quaternion representing the nodes orientation. More...
 
NodegetParent (void) const
 Gets this node's parent (NULL if this is the root). More...
 
const Vector3getPosition (void) const
 Gets the position of the node relative to it's parent. More...
 
const Vector3getScale (void) const
 Gets the scaling factor of this node. More...
 
Real getSquaredViewDepth (const Camera *cam) const
 Helper function, get the squared view depth. More...
 
const AnygetUserAny (void) const
 
UserObjectBindingsgetUserObjectBindings ()
 Return an instance of user objects binding associated with this class. More...
 
const UserObjectBindingsgetUserObjectBindings () const
 Return an instance of user objects binding associated with this class. More...
 
uint16 numChildren (void) const
 Reports the number of child nodes under this one. More...
 
virtual void pitch (const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around the X-axis. More...
 
virtual void removeAllChildren (void)
 Removes all child Nodes attached to this node. More...
 
virtual NoderemoveChild (const String &name)
 Drops the named child from this node. More...
 
virtual NoderemoveChild (Node *child)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
virtual NoderemoveChild (unsigned short index)
 Drops the specified child from this node. More...
 
void requestUpdate (Node *child, bool forceParentUpdate=false)
 Called by children to notify their parent that they need an update. More...
 
void resetOrientation (void)
 Resets the nodes orientation (local axes as world axes, no rotation). More...
 
void resetToInitialState (void)
 Resets the position / orientation / scale of this node to it's initial state, see setInitialState for more info. More...
 
virtual void roll (const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around the Z-axis. More...
 
void rotate (const Quaternion &q, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around an aritrary axis using a Quarternion. More...
 
void rotate (const Vector3 &axis, const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around an arbitrary axis. More...
 
void scale (const Vector3 &scale)
 Scales the node, combining it's current scale with the passed in scaling factor. More...
 
void scale (Real x, Real y, Real z)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void setInheritOrientation (bool inherit)
 Tells the node whether it should inherit orientation from it's parent node. More...
 
void setInheritScale (bool inherit)
 Tells the node whether it should inherit scaling factors from it's parent node. More...
 
void setInitialState (void)
 Sets the current transform of this node to be the 'initial state' ie that position / orientation / scale to be used as a basis for delta values used in keyframe animation. More...
 
void setListener (Listener *listener)
 Sets a listener for this Node. More...
 
void setOrientation (const Quaternion &q)
 Sets the orientation of this node via a quaternion. More...
 
void setOrientation (Real w, Real x, Real y, Real z)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void setPosition (const Vector3 &pos)
 Sets the position of the node relative to it's parent. More...
 
void setPosition (Real x, Real y, Real z)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void setScale (const Vector3 &scale)
 Sets the scaling factor applied to this node. More...
 
void setScale (Real x, Real y, Real z)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void setUserAny (const Any &anything)
 
void translate (const Matrix3 &axes, const Vector3 &move, TransformSpace relativeTo=TS_PARENT)
 Moves the node along arbitrary axes. More...
 
void translate (const Matrix3 &axes, Real x, Real y, Real z, TransformSpace relativeTo=TS_PARENT)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void translate (const Vector3 &d, TransformSpace relativeTo=TS_PARENT)
 Moves the node along the Cartesian axes. More...
 
void translate (Real x, Real y, Real z, TransformSpace relativeTo=TS_PARENT)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
virtual void yaw (const Radian &angle, TransformSpace relativeTo=TS_LOCAL)
 Rotate the node around the Y-axis. More...
 

Additional Inherited Members

- Public Types inherited from Ogre::Node
typedef VectorIterator< ChildNodeMapChildNodeIterator
 
typedef std::vector< Node * > ChildNodeMap
 
typedef ConstVectorIterator< ChildNodeMapConstChildNodeIterator
 
enum  TransformSpace { TS_LOCAL, TS_PARENT, TS_WORLD }
 Enumeration denoting the spaces which a transform can be relative to. More...
 
- Static Public Member Functions inherited from Ogre::Node
static void processQueuedUpdates (void)
 Process queued 'needUpdate' calls. More...
 
static void queueNeedUpdate (Node *n)
 Queue a 'needUpdate' call to a node safely. More...
 

Detailed Description

A bone in a skeleton.

Remarks
See Skeleton for more information about the principles behind skeletal animation. This class is a node in the joint hierarchy. Mesh vertices also have assignments to bones to define how they move in relation to the skeleton.

Constructor & Destructor Documentation

◆ Bone() [1/2]

Ogre::Bone::Bone ( unsigned short  handle,
Skeleton creator 
)

Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone)

◆ Bone() [2/2]

Ogre::Bone::Bone ( const String name,
unsigned short  handle,
Skeleton creator 
)

Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone)

◆ ~Bone()

Ogre::Bone::~Bone ( )

Member Function Documentation

◆ createChild()

Bone* Ogre::Bone::createChild ( unsigned short  handle,
const Vector3 translate = Vector3::ZERO,
const Quaternion rotate = Quaternion::IDENTITY 
)

Creates a new Bone as a child of this bone.

Remarks
This method creates a new bone which will inherit the transforms of this bone, with the handle specified.
Parameters
handleThe numeric handle to give the new bone; must be unique within the Skeleton.
translateInitial translation offset of child relative to parent
rotateInitial rotation relative to parent

◆ getHandle()

unsigned short Ogre::Bone::getHandle ( void  ) const

Gets the numeric handle for this bone (unique within the skeleton).

◆ setBindingPose()

void Ogre::Bone::setBindingPose ( void  )

Sets the current position / orientation to be the 'binding pose' ie the layout in which bones were originally bound to a mesh.

◆ reset()

void Ogre::Bone::reset ( void  )

Resets the position and orientation of this Bone to the original binding position.

Remarks
Bones are bound to the mesh in a binding pose. They are then modified from this position during animation. This method returns the bone to it's original position and orientation.

◆ setManuallyControlled()

void Ogre::Bone::setManuallyControlled ( bool  manuallyControlled)

Sets whether or not this bone is manually controlled.

Remarks
Manually controlled bones can be altered by the application at runtime, and their positions will not be reset by the animation routines. Note that you should also make sure that there are no AnimationTrack objects referencing this bone, or if there are, you should disable them using pAnimation->destroyTrack(pBone->getHandle());
You can also use AnimationState::setBlendMask to mask out animation from chosen tracks if you want to prevent application of a scripted animation to a bone without altering the Animation definition.

◆ isManuallyControlled()

bool Ogre::Bone::isManuallyControlled ( ) const

Getter for mManuallyControlled Flag.

◆ _getOffsetTransform()

void Ogre::Bone::_getOffsetTransform ( Affine3 m) const

Gets the transform which takes bone space to current from the binding pose.

Remarks
Internal use only.

◆ _getBindingPoseInverseScale()

const Vector3& Ogre::Bone::_getBindingPoseInverseScale ( void  ) const
inline

Gets the inverted binding pose scale.

◆ _getBindingPoseInversePosition()

const Vector3& Ogre::Bone::_getBindingPoseInversePosition ( void  ) const
inline

Gets the inverted binding pose position.

◆ _getBindingPoseInverseOrientation()

const Quaternion& Ogre::Bone::_getBindingPoseInverseOrientation ( void  ) const
inline

Gets the inverted binding pose orientation.

◆ needUpdate()

void Ogre::Bone::needUpdate ( bool  forceParentUpdate = false)
virtual
See also
Node::needUpdate

Reimplemented from Ogre::Node.

Reimplemented in Ogre::TagPoint.


The documentation for this class was generated from the following file: