#include <SkinnedModel.h>
Inheritance diagram for SkinnedModel:

Public Methods | |
| SkinnedModel (const std::string &fileName) | |
| Loads a SkinnedModel from a X file with its skeleton. | |
| ~SkinnedModel () | |
| Destructor. | |
| Bone * | getSkeleton () |
| Returns the root Bone for the Skeleton. | |
| void | setToReference () |
| Places all joints in the reference pose. | |
| void | render () |
| Renders the model at the origin of the world. | |
| void | render (const Matrix &worldMat) |
| Renders the model using the given world matrix. | |
Static Public Methods | |
| std::string | getDXDataObjectName (LPDIRECTXFILEDATA xObj) |
| A utility method that returns the name of a data object in an X file as a std::string object. | |
Protected Methods | |
| SkinnedModel () | |
| The SkinnedModel default constructor is protected because the procedure for loading animations with the model is slightly different. | |
| void | loadSkeleton (LPDIRECTXFILEDATA xObj) |
| This does the real work of loading the SkinnedModel. | |
By itself it neither contains nor implements any animation, but the Skeleton can be addressed directly to modify the skeleton, and the mesh will be rendered using the changes made to the Skeleton.
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Loads a SkinnedModel from a X file with its skeleton. No animations are loaded. Only one Mesh is allowed in the X file. A GameException is thrown if an error occured while loading. |
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Returns the root Bone for the Skeleton. The Skeleton can then be modified or viewed through the returned root, and any changes made will be reflected in the next render call. |
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This does the real work of loading the SkinnedModel. It is called by the public constructor, but as the loading process differs slightly in AnimatedModel, AnimatedModel will call this function in its constructor. |
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Renders the model using the given world matrix. Using this input world matrix, you can rotate, translate, and scale the entire model as a whole. This is necessary because the hardware matrices must be overwritten due to the skinning process, so the Skeleton must be modified by the given Matrix. |
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Renders the model at the origin of the world. Same effect as calling render with the identity matrix. The current world matrix set in the API is overwritten. |
1.2.18