Unigine::WorldTransformBone Class
Header: | #include <UnigineWorlds.h> |
Inherits: | Node |
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.
See Also#
A UnigineScript API sample <UnigineSDK>/data/samples/worlds/bone_00
WorldTransformBone Class
Members
static WorldTransformBonePtr create ( const char * name = 0 ) #
Constructor. Creates a WorldTransformBone in the world coordinates with a specified bone name.Arguments
- const char * name - Name of the bone.
void setBoneName ( const char * name ) #
Sets the name of the bone to be used for transformation.Arguments
- const char * name - The name of the bone.
const char * getBoneName ( ) const#
Returns the name of the bone used for transformation.Return value
The name of the bone.static int type ( ) #
Returns the type of the node.Return value
World type identifier.Last update:
2020-07-31
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)