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Public API Reference |
A node in a body chain tree. More...
#include <imesh/bodymesh.h>
Public Member Functions | |
| virtual void | DebugPrint () const =0 |
| Print the hierarchical structure of this node and its children to the standard output. | |
| virtual iBodyChainNode * | FindSubChild (CS::Animation::BoneID child) const =0 |
| Find the node of the bone with the given BoneID in the descendent children of this node. | |
| virtual BoneID | GetAnimeshBone () const =0 |
| Return the ID of the bone of the animated mesh associated with this node. | |
| virtual iBodyChainNode * | GetChild (size_t index) const =0 |
| Get the given child of this node. | |
| virtual size_t | GetChildCount () const =0 |
| Get the count of children of this node. | |
| virtual iBodyChainNode * | GetParent () const =0 |
| Get the parent node of this node. | |
A node in a body chain tree.
A node is directly associated to a body bone.
Definition at line 246 of file bodymesh.h.
| virtual void CS::Animation::iBodyChainNode::DebugPrint | ( | ) | const [pure virtual] |
Print the hierarchical structure of this node and its children to the standard output.
| virtual iBodyChainNode* CS::Animation::iBodyChainNode::FindSubChild | ( | CS::Animation::BoneID | child | ) | const [pure virtual] |
Find the node of the bone with the given BoneID in the descendent children of this node.
Return 0 if the given bone was not found.
| virtual BoneID CS::Animation::iBodyChainNode::GetAnimeshBone | ( | ) | const [pure virtual] |
Return the ID of the bone of the animated mesh associated with this node.
| virtual iBodyChainNode* CS::Animation::iBodyChainNode::GetChild | ( | size_t | index | ) | const [pure virtual] |
Get the given child of this node.
| virtual size_t CS::Animation::iBodyChainNode::GetChildCount | ( | ) | const [pure virtual] |
Get the count of children of this node.
| virtual iBodyChainNode* CS::Animation::iBodyChainNode::GetParent | ( | ) | const [pure virtual] |
Get the parent node of this node.
Returns 0 if the node is the root of the body chain.