Unigine::WorldTransformBone Class
This class is used to create bone transforms. It should have ObjectMeshSkinned as a parent. You should specify a bone that will be used for its transformations. For other nodes to move along with these transformations, they should be assigned as WorldTransformBone children.
Unigine::WorldTransformBone Class
Members
static int type ()
WorldTransformBone type.Return value
WorldTransformBone type identifier.static Ptr< WorldTransformBone > create (const NodePtr & node)
WorldTransformBone constructor.Arguments
- const NodePtr & node - Node smart pointer.
static Ptr< WorldTransformBone > create (const char * name)
WorldTransformBone constructor.virtual Ptr< Node > getNode () const =0
Returns a node pointer.Return value
Node pointer.virtual void setRadius (float radius) =0
Sets the radius for the WorldTransformBone applying (valid only outside the viewing frustum). If the child object, transformed according to the bone animation, gets outside the viewing frustum, but stays in the radius range, the playback of the transformation sequence does not stop.Arguments
- float radius - Radius of the sphere in units.
virtual float getRadius () const =0
Returns the radius of the WorldTransformBone applying (valid only outside the viewing frustum). If the child object, transformed according to the bone animation, gets outside the viewing frustum, but stays in the radius range, the playback of the transformation sequence does not stop.Return value
Radius in units.virtual void setBoneName (const char * name) =0
Sets the name of the bone to be used for transformation.Arguments
- const char * name - The name of the bone.
virtual const char * getBoneName () const =0
Returns the name of the bone used for transformation.Return value
The name of the bone.Last update: 2017-07-03
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