30 int addBone(
const std::string &
name,
int parentIndex = -1);
33 int getBoneCount()
const {
return static_cast<int>(bones_.size()); }
35 std::string getBoneName(
int boneIndex)
const;
37 int findBone(
const std::string &
name)
const;
39 int getParent(
int boneIndex)
const;
42 void setBindPosition(
int boneIndex,
float x,
float y,
float z);
44 void setBindRotation(
int boneIndex,
float x,
float y,
float z,
float w);
46 void setBindScale(
int boneIndex,
float x,
float y,
float z);
49 float getBindPositionX(
int boneIndex)
const;
51 float getBindPositionY(
int boneIndex)
const;
53 float getBindPositionZ(
int boneIndex)
const;
55 float getBindRotationX(
int boneIndex)
const;
57 float getBindRotationY(
int boneIndex)
const;
59 float getBindRotationZ(
int boneIndex)
const;
61 float getBindRotationW(
int boneIndex)
const;
63 float getBindScaleX(
int boneIndex)
const;
65 float getBindScaleY(
int boneIndex)
const;
67 float getBindScaleZ(
int boneIndex)
const;
73 void setBoneLodLimit(
int boneIndex,
int highestLod);
75 int getBoneLodLimit(
int boneIndex)
const;
88 int lodLimit = 0x7fffffff;
91 void requireBone(
int boneIndex)
const;
92 std::vector<Bone> bones_;
eve::EntitySpatialPose pose
#define EVENGINE_API_WORLD
Evaluated local (and optional world) pose for an AnimSkeleton. Script type: AnimPose.
3D bone hierarchy + bind-pose local TRS for skeletal animation. Independent of ik::Skeleton3D (FABRIK...
int getBoneCount() const
Returns the bone count.
~AnimSkeleton()=default
Anim skeleton.
AnimSkeleton(const AnimSkeleton &)=delete
AnimSkeleton & operator=(const AnimSkeleton &)=delete
AnimSkeleton()=default
Anim skeleton.