This page has been translated automatically.
Programming
Fundamentals
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

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()

Last update: 2017-07-03
Build: ()