Safe Haskell | Safe-Infered |
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- delete :: HG3DClass -> IO ()
- createChild :: HG3DClass -> Int -> Vec3 -> Quaternion -> IO HG3DClass
- getHandle :: HG3DClass -> IO Int
- setBindingPose :: HG3DClass -> IO ()
- reset :: HG3DClass -> IO ()
- setManuallyControlled :: HG3DClass -> Bool -> IO ()
- isManuallyControlled :: HG3DClass -> IO Bool
- needUpdate :: HG3DClass -> Bool -> IO ()
- delete'_ :: HG3DClassPtr -> IO ()
- createChild'_ :: HG3DClassPtr -> CUShort -> Vec3Ptr -> QuaternionPtr -> HG3DClassPtr -> IO ()
- getHandle'_ :: HG3DClassPtr -> Ptr CUShort -> IO ()
- setBindingPose'_ :: HG3DClassPtr -> IO ()
- reset'_ :: HG3DClassPtr -> IO ()
- setManuallyControlled'_ :: HG3DClassPtr -> CInt -> IO ()
- isManuallyControlled'_ :: HG3DClassPtr -> Ptr CInt -> IO ()
- needUpdate'_ :: HG3DClassPtr -> CInt -> IO ()
Documentation
:: HG3DClass | classpointer - pointer of Class instance from which this methods is called. |
-> Int | handle - The numeric handle to give the new bone; must be unique within the Skeleton. |
-> Vec3 | translate - Initial translation offset of child relative to parent |
-> Quaternion | rotate - Initial rotation relative to parent |
-> IO HG3DClass |
Creates a new BoneThis method creates a new bone which will inherit the transforms of this bone, with the handle specified.
Gets the numeric handle for this bone (unique within the skeleton).
Resets the position and orientation of this BoneBones are bound to the mesh in a binding pose. They are then modified from this position during animation. This method returns the bone to it's original position and orientation.
Sets the current position / orientation to be the 'binding pose' ie the layout in which bones were originally bound to a mesh.
Sets whether or not this bone is manually controlled. Manually controlled bones can be altered by the application at runtime, and their positions will not be reset by the animation routines. Note that you should also make sure that there are no AnimationTrackgetHandle()You can also use AnimationState::setBlendMask to mask out animation from chosen tracks if you want to prevent application of a scripted animation to a bone without altering the Animation
:: HG3DClass | classpointer - pointer of Class instance from which this methods is called. |
-> Bool | manuallyControlled |
-> IO () |
Getter for mManuallyControlled Flag
:: HG3DClass | classpointer - pointer of Class instance from which this methods is called. |
-> Bool | forceParentUpdate |
-> IO () |
Node::needUpdate
delete'_ :: HG3DClassPtr -> IO ()Source
createChild'_ :: HG3DClassPtr -> CUShort -> Vec3Ptr -> QuaternionPtr -> HG3DClassPtr -> IO ()Source
getHandle'_ :: HG3DClassPtr -> Ptr CUShort -> IO ()Source
reset'_ :: HG3DClassPtr -> IO ()Source
setManuallyControlled'_ :: HG3DClassPtr -> CInt -> IO ()Source
isManuallyControlled'_ :: HG3DClassPtr -> Ptr CInt -> IO ()Source
needUpdate'_ :: HG3DClassPtr -> CInt -> IO ()Source