40 #ifndef _graphicsbone_h
41 #define _graphicsbone_h
43 #include "transformableobject.h"
86 const String& GetName()
const;
92 void SetManuallyControlled(
Boole Manual);
95 Boole GetManuallyControlled()
const;
108 UInt16 GetNumChildren()
const;
120 void RemoveChild(
Bone* ToBeRemoved);
124 void RemoveChild(
const UInt16 Index);
128 void RemoveChild(
const String& Name);
134 void SetLocation(
const Vector3& Loc);
136 void SetLocation(
const Real X,
const Real Y,
const Real Z);
142 void SetOrientation(
const Real X,
const Real Y,
const Real Z,
const Real W);
146 void SetScale(
const Vector3& Sc);
148 void SetScale(
const Real X,
const Real Y,
const Real Z);
167 void Scale(
const Vector3& Scale);
177 Ogre::Bone* _GetInternalBone()
const;
bool Boole
Generally acts a single bit, true or false.
float Real
A Datatype used to represent a real floating point number.
uint16_t UInt16
An 16-bit unsigned integer.
Ogre::Bone * GraphicsBone
The pointer to the internal Bone this is based on.
This class encapsulates the bones contained in a skeleton used for animation.
This class encapsulates the Skeletal animation functionality of a Mesh.
This is used to represent a point in space, or a vector through space.
Mostly reserved for rotations, means a rotation to occur around the parent instead of self...
The bulk of the engine components go in this namspace.
TransformSpace
Used to define what frame of reference is to be used when positioning or rotating objects...
This is used to store information about rotation in 3d space.
Skeleton * Host
The host skeleton this bone belongs to.
std::string String
A datatype used to a series of characters.