#include <Skeleton.h>
◆ ~Bone()
◆ Bone() [1/2]
◆ Bone() [2/2]
Bone::Bone |
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int |
numeric_id, |
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const std::string & |
string_id = "" , |
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int |
parent_id = -1 , |
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const std::vector< int > & |
children_ids = {} , |
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const Matrix4x4 & |
inverse_bind = Matrix4x4::Identity , |
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const Matrix4x4 & |
offset = Matrix4x4::Identity , |
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const Matrix4x4 & |
final = Matrix4x4::Identity |
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explicit |
◆ AppendChild()
void Bone::AppendChild |
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int |
new_child | ) |
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◆ GetChildren()
std::vector< int > JGL::Bone::GetChildren |
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const |
◆ GetFinalTransform()
Matrix4x4 JGL::Bone::GetFinalTransform |
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const |
◆ GetID()
int JGL::Bone::GetID |
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const |
◆ GetInverseBindMatrix()
Matrix4x4 JGL::Bone::GetInverseBindMatrix |
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const |
◆ GetName()
std::string JGL::Bone::GetName |
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const |
◆ GetOffsetMatrix()
Matrix4x4 JGL::Bone::GetOffsetMatrix |
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const |
◆ GetParentID()
int Bone::GetParentID |
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const |
◆ IsRootBone()
bool JGL::Bone::IsRootBone |
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const |
◆ SetFinalTransformMatrix()
void Bone::SetFinalTransformMatrix |
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const Matrix4x4 & |
final | ) |
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◆ SetID()
void Bone::SetID |
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int |
numeric_id | ) |
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◆ SetInverseBindMatrix()
void Bone::SetInverseBindMatrix |
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const Matrix4x4 & |
inverse_bind | ) |
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◆ SetName()
void Bone::SetName |
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const std::string & |
string_id | ) |
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◆ SetOffsetMatrix()
void Bone::SetOffsetMatrix |
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const Matrix4x4 & |
offset | ) |
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◆ SetParent()
void Bone::SetParent |
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int |
parent_id | ) |
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The documentation for this class was generated from the following files: