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.
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.
Ptr<WorldTransformBone> cast(const Ptr<Node> & node)
Casts a WorldTransformBone out of the Node instance.Arguments
- const Ptr<Node> & node - Pointer to Node.
Return value
Pointer to WorldTransformBone.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()
Returns the name of the bone used for transformation.Return value
The name of the bone.void setRadius(float radius)
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.
float getRadius()
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.int type()
Returns the type of the node.Return value
World type identifier.Last update: 2017-10-20
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)