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