29 #ifndef __SkeletonInstance_H__
30 #define __SkeletonInstance_H__
63 unsigned short getNumAnimations(
void)
const;
66 Animation* getAnimation(
unsigned short index)
const;
87 void removeAnimation(
const String& name);
96 void freeTagPoint(
TagPoint* tagPoint);
99 void addLinkedSkeletonAnimationSource(
const String& skelName,
102 void removeAllLinkedSkeletonAnimationSources(
void);
105 getLinkedSkeletonAnimationSourceIterator(
void)
const;
114 const String& getName(
void)
const;
118 const String& getGroup(
void);
148 void cloneBoneAndChildren(
Bone* source,
Bone* parent);
154 void unloadImpl(
void);
Class encapsulating a set of AnimationState objects.
float Real
Software floating point type.
TagPointList mFreeTagPoints
Free tag point list.
static const Vector3 ZERO
unsigned short mNextTagPointAutoHandle
TagPoint automatic handles.
Implementation of a Quaternion, i.e.
list< TagPoint * >::type TagPointList
static const Quaternion IDENTITY
Concrete IteratorWrapper for const access to the underlying container.
A tagged point on a skeleton, which can be used to attach entities to on specific other entities...
Link to another skeleton to share animations.
Standard 3-dimensional vector.
TagPointList mActiveTagPoints
Active tag point list.
unsigned long long int ResourceHandle
SkeletonPtr mSkeleton
Pointer back to master Skeleton.
A collection of Bone objects used to animate a skinned mesh.
A SkeletonInstance is a single instance of a Skeleton used by a world object.