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);
Link to another skeleton to share animations.
Implementation of a Quaternion, i.e.
float Real
Software floating point type.
A collection of Bone objects used to animate a skinned mesh.
unsigned long long int ResourceHandle
unsigned short mNextTagPointAutoHandle
TagPoint automatic handles.
Class encapsulating a set of AnimationState objects.
Standard 3-dimensional vector.
list< TagPoint * >::type TagPointList
SkeletonPtr mSkeleton
Pointer back to master Skeleton.
A SkeletonInstance is a single instance of a Skeleton used by a world object.
A tagged point on a skeleton, which can be used to attach entities to on specific other entities...
Concrete IteratorWrapper for const access to the underlying container.
static const Quaternion IDENTITY
TagPointList mFreeTagPoints
Free tag point list.
TagPointList mActiveTagPoints
Active tag point list.
static const Vector3 ZERO