Handles the bone matrices for any number of child RigGeometries.
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#include <skeleton.hpp>
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typedef std::map< std::string,
std::pair< osg::NodePath,
osg::MatrixTransform * > > | BoneCache |
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Handles the bone matrices for any number of child RigGeometries.
- Bones should be created as osg::MatrixTransform children of the skeleton.
- To be a referenced by a RigGeometry, a bone needs to have a unique name.
Enumerator |
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Inactive |
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SemiActive |
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Active |
Like Active, but don't bother with Update (including new bounding box) if we're off-screen.
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SceneUtil::Skeleton::Skeleton |
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SceneUtil::Skeleton::Skeleton |
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const Skeleton & |
copy, |
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const osg::CopyOp & |
copyop |
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) |
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void SceneUtil::Skeleton::childInserted |
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unsigned |
int | ) |
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virtual |
void SceneUtil::Skeleton::childRemoved |
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unsigned |
int, |
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unsigned |
int |
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) |
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virtual |
bool SceneUtil::Skeleton::getActive |
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const |
void SceneUtil::Skeleton::markDirty |
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void SceneUtil::Skeleton::setActive |
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ActiveType |
active | ) |
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Set the skinning active flag. Inactive skeletons will not have their child rigs updated. You should set this flag to false if you know that bones are not currently moving.
void SceneUtil::Skeleton::traverse |
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osg::NodeVisitor & |
nv | ) |
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bool SceneUtil::Skeleton::mBoneCacheInit |
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private |
unsigned int SceneUtil::Skeleton::mLastCullFrameNumber |
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private |
unsigned int SceneUtil::Skeleton::mLastFrameNumber |
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private |
bool SceneUtil::Skeleton::mNeedToUpdateBoneMatrices |
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private |
std::unique_ptr<Bone> SceneUtil::Skeleton::mRootBone |
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private |
The documentation for this class was generated from the following files:
- /home/travis/build/elsid/openmw/components/sceneutil/skeleton.hpp
- /home/travis/build/elsid/openmw/components/sceneutil/skeleton.cpp