This reference page is linked to from the following overview topics: Character animation.
Marker set class.
These classes are under development and may change dramatically between versions.
Definition at line 512 of file fbcharacter.h.
#include <fbcharacter.h>
Public Member Functions | |
FBMarkerSet (const char *pName, HIObject pObject=NULL) | |
Constructor. | |
FBModel * | GetReferenceModel () |
Get the reference model associated with this marker set. | |
void | SetReferenceModel (FBModel *pReferenceModel) |
Associate a model to a marker. | |
FBModel * | GetMarkerModel (FBSkeletonNodeId pNodeId, int pMarkerIndex) |
Get the model associated with a marker. | |
void | SetMarkerModel (FBSkeletonNodeId pNodeId, int pMarkerIndex, FBModel *pModel) |
Associate a model to a marker. | |
bool | SetMultipleMarkerModels (FBModelList *pModelList) |
Associate multiple models to markers, matching them by name. | |
const char * | GetMarkerName (FBSkeletonNodeId pNodeId, int pMarkerIndex) |
Get the name of marker at index pMarkerIndex. | |
void | SetMarkerName (FBSkeletonNodeId pNodeId, int pMarkerIndex, const char *pMarkerName) |
Set the name of marker at index pMarkerIndex. | |
bool | GetMarkerOriented (FBSkeletonNodeId pNodeId, int pMarkerIndex) |
Is marker orientated ? | |
void | SetMarkerOriented (FBSkeletonNodeId pNodeId, int pMarkerIndex, bool pIsOriented) |
Set marker to be oriented or not. | |
bool | GetMarkerUsed (FBSkeletonNodeId pNodeId, int pMarkerIndex) |
Is marker used ? | |
void | SetMarkerUsed (FBSkeletonNodeId pNodeId, int pMarkerIndex, bool pUsed) |
Set marker to be used or not. | |
int | GetMarkerCount (FBSkeletonNodeId pNodeId=kFBSkeletonInvalidIndex) |
Get the number of marker in the set. | |
int | GetUsedMarkerCount (FBSkeletonNodeId pNodeId=kFBSkeletonInvalidIndex) |
Get the number of used marker in the set. | |
int | AddMarker (FBSkeletonNodeId pNodeId, FBModel *pModel=NULL, bool pIsOriented=false) |
Add a marker to the marker set. | |
void | SetMarkerSetVisibility (bool pVisibility) |
Set the marker set visibility. | |
int | GetMarkerSetVisibility () |
Get the marker set visibility. | |
bool | GetLinkToModelOk () |
Get the marker set association correctness. | |
void | BeginTransaction () |
Specify that you are about to call a group of functions. | |
void | EndTransaction () |
Specify that you are done calling a group of functions. | |
void | GetMarkerTOffset (FBSkeletonNodeId pNodeId, int pMarkerIndex, FBTVector *pTOffset) |
Get/Set a marker translation. | |
void | SetMarkerTOffset (FBSkeletonNodeId pNodeId, int pMarkerIndex, FBTVector *pTOffset) |
void | GetMarkerROffset (FBSkeletonNodeId pNodeId, int pMarkerIndex, FBRVector *pROffset) |
Get/Set a marker rotation. | |
void | SetMarkerROffset (FBSkeletonNodeId pNodeId, int pMarkerIndex, FBRVector *pROffset) |
FBMarkerSet | ( | const char * | pName, |
HIObject | pObject = NULL |
||
) |
Constructor.
pName | Name of new marker set. |
pObject | For internal use only. This parameter does not need to be specified by the developer. |
FBModel* GetReferenceModel | ( | ) |
Get the reference model associated with this marker set.
void SetReferenceModel | ( | FBModel * | pReferenceModel | ) |
Associate a model to a marker.
pReferenceModel | Model to be associated to the marker. |
FBModel* GetMarkerModel | ( | FBSkeletonNodeId | pNodeId, |
int | pMarkerIndex | ||
) |
Get the model associated with a marker.
pNodeId | Id of Actor skeleton node. |
pMarkerIndex | Index of marker. |
void SetMarkerModel | ( | FBSkeletonNodeId | pNodeId, |
int | pMarkerIndex, | ||
FBModel * | pModel | ||
) |
Associate a model to a marker.
pNodeId | Id of Actor skeleton node. |
pMarkerIndex | Index of marker. |
pModel | Model to be associated to the marker. |
bool SetMultipleMarkerModels | ( | FBModelList * | pModelList | ) |
Associate multiple models to markers, matching them by name.
pModelList | A list of models to be matched with marker names. |
const char* GetMarkerName | ( | FBSkeletonNodeId | pNodeId, |
int | pMarkerIndex | ||
) |
Get the name of marker at index pMarkerIndex.
pNodeId | Id of Actor skeleton node. |
pMarkerIndex | Index of marker to access. |
void SetMarkerName | ( | FBSkeletonNodeId | pNodeId, |
int | pMarkerIndex, | ||
const char * | pMarkerName | ||
) |
Set the name of marker at index pMarkerIndex.
pNodeId | Id of Actor skeleton node. |
pMarkerIndex | Index of marker to access. |
pMarkerName | New name to give to the marker. |
void GetMarkerTOffset | ( | FBSkeletonNodeId | pNodeId, |
int | pMarkerIndex, | ||
FBTVector * | pTOffset | ||
) |
Get/Set a marker translation.
pNodeId | Id of Actor skeleton node. |
pMarkerIndex | Index of marker to access. |
pTOffset | Current or new value of the marker translation. |
void SetMarkerTOffset | ( | FBSkeletonNodeId | pNodeId, |
int | pMarkerIndex, | ||
FBTVector * | pTOffset | ||
) |
void GetMarkerROffset | ( | FBSkeletonNodeId | pNodeId, |
int | pMarkerIndex, | ||
FBRVector * | pROffset | ||
) |
Get/Set a marker rotation.
pNodeId | Id of Actor skeleton node. |
pMarkerIndex | Index of marker to access. |
pROffset | Current or new value of the marker rotation. |
void SetMarkerROffset | ( | FBSkeletonNodeId | pNodeId, |
int | pMarkerIndex, | ||
FBRVector * | pROffset | ||
) |
bool GetMarkerOriented | ( | FBSkeletonNodeId | pNodeId, |
int | pMarkerIndex | ||
) |
Is marker orientated ?
pNodeId | Id of Actor body node. |
pMarkerIndex | Index of marker to access. |
void SetMarkerOriented | ( | FBSkeletonNodeId | pNodeId, |
int | pMarkerIndex, | ||
bool | pIsOriented | ||
) |
Set marker to be oriented or not.
pNodeId | Id of Actor skeleton node. |
pMarkerIndex | Index of marker to access. |
pIsOriented | Oriented or not. |
bool GetMarkerUsed | ( | FBSkeletonNodeId | pNodeId, |
int | pMarkerIndex | ||
) |
Is marker used ?
pNodeId | Id of Actor skeleton node. |
pMarkerIndex | Index of marker to access. |
void SetMarkerUsed | ( | FBSkeletonNodeId | pNodeId, |
int | pMarkerIndex, | ||
bool | pUsed | ||
) |
Set marker to be used or not.
pNodeId | Id of Actor skeleton node. |
pMarkerIndex | Index of marker to access. |
pUsed | Used or not. |
int GetMarkerCount | ( | FBSkeletonNodeId | pNodeId = kFBSkeletonInvalidIndex | ) |
Get the number of marker in the set.
pNodeId | If specified, obtain the number of marker for the specific node. |
int GetUsedMarkerCount | ( | FBSkeletonNodeId | pNodeId = kFBSkeletonInvalidIndex | ) |
Get the number of used marker in the set.
pNodeId | If specified, obtain the number of used marker for the specific node. |
int AddMarker | ( | FBSkeletonNodeId | pNodeId, |
FBModel * | pModel = NULL , |
||
bool | pIsOriented = false |
||
) |
Add a marker to the marker set.
pNodeId | Id of Actor skeleton node. For hand, use the "C" index (ex:kFBSkeletonLeftThumbCIndex, kFBSkeletonLeftMiddleCIndex...) |
pModel | The model to be associated with the marker (Optional). |
pIsOriented | Set marker to be oriented or not (Optional). |
void SetMarkerSetVisibility | ( | bool | pVisibility | ) |
Set the marker set visibility.
pVisibility | True will make to markers visible, false will hide them. |
int GetMarkerSetVisibility | ( | ) |
Get the marker set visibility.
bool GetLinkToModelOk | ( | ) |
Get the marker set association correctness.
void BeginTransaction | ( | ) |
Specify that you are about to call a group of functions.
void EndTransaction | ( | ) |
Specify that you are done calling a group of functions.