The IBoneState graph node interface. More...
#include "murl_graph_i_bone_state.h"
Public Member Functions | |
virtual INode * | GetNodeInterface ()=0 |
Get the mutable Graph::INode interface. More... | |
virtual const INode * | GetNodeInterface () const =0 |
Get the constant Graph::INode interface. More... | |
virtual IBoneNodeTarget * | GetBoneNodeTarget ()=0 |
Get the mutable Graph::IBoneNodeTarget container. More... | |
virtual const IBoneNodeTarget * | GetBoneNodeTarget () const =0 |
Get the constant Graph::IBoneNodeTarget container. More... | |
Public Member Functions inherited from Murl::Graph::IStateUnit | |
virtual Bool | SetUnit (UInt32 unit)=0 |
Set the unit index to use. More... | |
virtual UInt32 | GetUnit () const =0 |
Get the unit index to use. More... | |
Detailed Description
The IBoneState graph node interface.
A bone state node is used to assign a given Graph::IBone to a given unit during scene graph traversal. For the purpose of vertex skinning, a renderable geometry such as a Graph::IResourceMeshGeometry node can link to one or more bones by specifying the appropriate number of bone unit indices; during scene graph traversal, the currently active bones at the selected units will be taken to actually deform the geometry.
The correct sequence of creating and using a skeleton for performing vertex skinning is as follows:
- Create a hierarchical skeleton made up from individual transform and bone nodes, with unique IDs assigned to each bone
- Activate all bones needed for a specific mesh in the correct bone units, by means of individual IBoneState nodes
- Render the geometry through e.g. a Graph::IResourceMeshGeometry node (not forgetting to also set needed material/texture states etc.)
Use the interface's GetBoneNodeTarget() method to programmatically set the bone node this state object is supposed to refer to.
Use the base interface's IStateUnit::SetUnit() method to set the actual unit index the referenced bone should be attached to.
See Output-States, Slots und Units for an overview of state handling during scene graph traversal.
See Graph::IBone for defining bones to refer to.
Member Function Documentation
◆ GetNodeInterface() [1/2]
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pure virtual |
Get the mutable Graph::INode interface.
This method returns a mutable pointer to the node's Graph::INode interface, to be able to query or modify common node properties such as active state, visibility or ID.
- Returns
- The mutable Graph::INode interface, or null if not available
◆ GetNodeInterface() [2/2]
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pure virtual |
Get the constant Graph::INode interface.
This method returns a constant pointer to the node's Graph::INode interface, to be able to query common node properties such as active state, visibility or ID.
- Returns
- The constant Graph::INode interface, or null if not available
◆ GetBoneNodeTarget() [1/2]
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pure virtual |
Get the mutable Graph::IBoneNodeTarget container.
This method returns a mutable pointer to the node's Graph::IBoneNodeTarget container, which allows to add, remove or query the bone state node's referenced bone node.
- Returns
- The mutable Graph::IBoneNodeTarget container, or null if not available
◆ GetBoneNodeTarget() [2/2]
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pure virtual |
Get the constant Graph::IBoneNodeTarget container.
This method returns a mutable pointer to the node's Graph::IBoneNodeTarget container, which allows to query the bone state node's referenced bone node.
- Returns
- The constant Graph::IBoneNodeTarget container, or null if not available
The documentation for this interface was generated from the following file:
- murl_graph_i_bone_state.h