Bone in a skeletal hierarchy.
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#include <Bone.h>
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| | Bone (const std::string &name, int ID, const aiNodeAnim *channel) |
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| void | Update (float animationTime) |
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glm::mat4 | GetLocalTransform () |
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std::string | GetBoneName () const |
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int | GetBoneID () |
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| int | GetPositionIndex (float animationTime) |
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| int | GetRotationIndex (float animationTime) |
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| int | GetScaleIndex (float animationTime) |
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Bone in a skeletal hierarchy.
◆ Bone()
| Bone::Bone |
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const std::string & | name, |
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int | ID, |
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const aiNodeAnim * | channel ) |
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inline |
Create a new bone
- Parameters
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| name | Name to identify the bone with |
| ID | Index indentifier of the bone |
| channel | Assimp struct that stores the animation of the node |
◆ GetPositionIndex()
| int Bone::GetPositionIndex |
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float | animationTime | ) |
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inline |
Get the position index of the bone inside the positions array
- Parameters
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| animationTime | The current time in the animation |
- Returns
- The position index of the bone
◆ GetRotationIndex()
| int Bone::GetRotationIndex |
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float | animationTime | ) |
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inline |
Get the rotation index of the bone inside the rotations array
- Parameters
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| animationTime | The current time in the animation |
- Returns
- The rotation index of the bone
◆ GetScaleIndex()
| int Bone::GetScaleIndex |
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float | animationTime | ) |
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inline |
Get the scale index of the bone inside the scalings array
- Parameters
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| animationTime | The current time in the animation |
- Returns
- The scale index of the bone
◆ Update()
| void Bone::Update |
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float | animationTime | ) |
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inline |
Update the animation of the bone
- Parameters
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| animationTime | The animation time to update the animation to |
The documentation for this class was generated from the following file: