The Nebula Device 3: Characters::CharacterSkeletonInstance Class Reference

The Nebula Device 3

Characters::CharacterSkeletonInstance Class Reference

#include <characterskeletoninstance.h>


Detailed Description

Contains the per-instance skeleton data of a character.

(C) 2008 Radon Labs GmbH

Public Member Functions

 CharacterSkeletonInstance ()
 constructor
 ~CharacterSkeletonInstance ()
 destructor
void Setup (const CharacterSkeleton &skeleton)
 setup from CharacterSkeleton
void Discard ()
 discard the object
bool IsValid () const
 return true if the object has been setup
void RenderDebug (const Math::matrix44 &modelTransform)
 render a debug visualization of the character
SizeT GetNumJoints () const
 get number of joint instances in the skeleton
const Util::FixedArray< Math::matrix44 > & GetSkinMatrixArray () const
 get the skin matrix array
const Math::matrix44GetJointMatrix (IndexT i) const
 get a joint matrix by joint index
void ApplyJointComponents (const Util::FixedArray< CharJointComponents > &set)
 apply joint components

Member Function Documentation

void Characters::CharacterSkeletonInstance::Setup ( const CharacterSkeleton skeleton  ) 

setup from CharacterSkeleton

NOTE: sampleBuffer is a pointer to animation samples which are the result of the character's animation.

void Characters::CharacterSkeletonInstance::RenderDebug ( const Math::matrix44 modelTransform  ) 

render a debug visualization of the character

Render a debug visualization of the character. Note: The debug visualization isn't up-to-date, one frame after skinning cause RenderDebug is called after view->Render where all debug shapes are rendered (see framebatch)