Represents the skeleton tied to a character, and all the default properties it contains. More...
#include
Public Member Functions | |
virtual uint32 | GetJointCount () const =0 |
virtual int32 | GetJointParentIDByID (int32 id) const =0 |
virtual int32 | GetControllerIDByID (int32 id) const =0 |
virtual int32 | GetJointChildrenCountByID (int32 id) const =0 |
virtual int32 | GetJointChildIDAtIndexByID (int32 id, uint32 childIndex) const =0 |
virtual int32 | GetJointIDByCRC32 (uint32 crc32) const =0 |
virtual uint32 | GetJointCRC32ByID (int32 id) const =0 |
virtual const char * | GetJointNameByID (int32 id) const =0 |
virtual int32 | GetJointIDByName (const char *name) const =0 |
virtual const QuatT & | GetDefaultAbsJointByID (uint32 nJointIdx) const =0 |
virtual const QuatT & | GetDefaultRelJointByID (uint32 nJointIdx) const =0 |
virtual const char * | GetModelFilePath () const =0 |
virtual const phys_geometry * | GetJointPhysGeom (uint32 jointIndex) const =0 |
just for statistics of physics proxies. | |
virtual CryBonePhysics * | GetJointPhysInfo (uint32 jointIndex)=0 |
virtual int32 | GetLimbDefinitionIdx (LimbIKDefinitionHandle handle) const =0 |
virtual void | PrecacheMesh (bool bFullUpdate, int nRoundId, int nLod)=0 |
virtual IRenderMesh * | GetIRenderMesh () const =0 |
virtual Vec3 | GetRenderMeshOffset () const =0 |
virtual uint32 | GetTextureMemoryUsage2 (ICrySizer *pSizer=0) const =0 |
virtual uint32 | GetMeshMemoryUsage (ICrySizer *pSizer=0) const =0 |
virtual const DynArray< SBoneShadowCapsule > & | GetShadowCapsules () const =0 |
Retrieves list of shadow capsules for soft indirect shadows. | |
Represents the skeleton tied to a character, and all the default properties it contains.
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pure virtual |
Retrieves the ID of the Child Joint at index childIndex for parent joint id. If parent joint had less children than childIndex, or if the id is invalid in any way then it will return -1 to indicate child is not-found.
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pure virtual |
Gets the identifier of a joint from the name specified in DCC
#include
// Basic example of how the absolute joint orientation can be retrieved from a character's current pose
void GetJointOrientation(ICharacterInstance& character)
{
// Get the default skeleton, a read-only construct in which we can get joint identifiers from names
const IDefaultSkeleton& defaultSkeleton = character.GetIDefaultSkeleton();
// Get the internal identifier of our joint, labeled in the DCC (Max / Maya for example)
const int32 jointId = defaultSkeleton.GetJointIDByName("Bip 01 Head");
// Get the orientation of the joint in world coordinates
const QuatT& jointOrientation = character.GetISkeletonPose()->GetAbsJointByID(jointId);
// jointOrientation.q contains a quaternion with the world-space rotation of the joint
const Quat& jointRotation = jointOrientation.q;
// jointOrientation.t contains a vector with the world-space position of the joint
const Vec3& jointPosition = jointOrientation.t;
}
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pure virtual |