My Project: openb3dlib.mod/openb3d/src/bone.h Source File

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bone.h
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1 #ifndef BONE_H
2 #define BONE_H
3 /*
4 * bone.h
5 * iminib3d
6 *
7 * Created by Simon Harrison.
8 * Copyright Si Design. All rights reserved.
9 *
10 */
11
12 #include "entity.h"
13 #include "animation_keys.h"
14
15 #include <iostream>
16 using namespace std;
17
18 class Bone : public Entity{
19
20 public:
21
22 float n_px,n_py,n_pz,n_sx,n_sy,n_sz,n_rx,n_ry,n_rz,n_qw,n_qx,n_qy,n_qz;
23
24 AnimationKeys* keys;
25
26 // additional matrices used for animation purposes
27 Matrix mat2;
28 Matrix inv_mat; // set in TModel, when loading anim mesh
29 Matrix tform_mat;
30
31 float kx,ky,kz,kqw,kqx,kqy,kqz; // used to store current keyframe in AnimateMesh, for use with transition
32
33 Bone(){
34
35 n_px=n_py=n_pz=n_sx=n_sy=n_sz=n_rx=n_ry=n_rz=n_qw=n_qx=n_qy=n_qz=0.0;
36
37 kx=ky=kz=kqw=kqx=kqy=kqz=0.0;
38
39 keys=NULL;
40
41 }
42
43 Bone* CopyEntity(Entity* parent_ent=NULL);
44 void FreeEntity(void);
45
46 };
47
48 #endif
entity.h
Bone
Definition: bone.h:18
Bone::keys
AnimationKeys * keys
Definition: bone.h:24
CopyEntity
Entity * CopyEntity(Entity *ent, Entity *parent)
Definition: functions.cpp:421
std
AnimationKeys
Definition: animation_keys.h:17
FreeEntity
void FreeEntity(Entity *ent)
Definition: functions.cpp:882
Bone::Bone
Bone()
Definition: bone.h:33
Entity
Definition: entity.h:27
Matrix
Definition: matrix.h:18
Bone::inv_mat
Matrix inv_mat
Definition: bone.h:28
Bone::tform_mat
Matrix tform_mat
Definition: bone.h:29
Bone::n_sz
float n_sz
Definition: bone.h:22
Bone::kz
float kz
Definition: bone.h:31
animation_keys.h
Bone::mat2
Matrix mat2
Definition: bone.h:27
NULL
#define NULL
Definition: tree.cpp:4