29 #ifndef __SkeletonInstance_H__
30 #define __SkeletonInstance_H__
62 unsigned short getNumAnimations(
void)
const;
65 Animation* getAnimation(
unsigned short index)
const;
86 void removeAnimation(
const String& name);
95 void freeTagPoint(
TagPoint* tagPoint);
98 void addLinkedSkeletonAnimationSource(
const String& skelName,
101 void removeAllLinkedSkeletonAnimationSources(
void);
104 getLinkedSkeletonAnimationSourceIterator(
void)
const;
113 const String& getName(
void)
const;
117 const String& getGroup(
void);
147 void cloneBoneAndChildren(
Bone* source,
Bone* parent);
153 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.
Specialisation of SharedPtr to allow SharedPtr to be assigned to SkeletonPtr.
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.