#include <joint.h>
Inheritance diagram for Joint::
Public Methods | |
virtual uint16 | JointType (void)=0 |
returns the type id of the joint. More... | |
virtual void | Modify (JointPart part, float mVal)=0 |
Assigns new value to abstract joint part. More... | |
virtual void | Modify (JointPart part, string &mVal)=0 |
virtual void | Modify (JointPart part, uint16 mVal)=0 |
virtual void | Modify (JointPart part, VECTOR_TYPE mVal)=0 |
virtual void | SetValue (float newValue)=0 |
Scaled and assigns value to joint. More... | |
Public Attributes | |
string | name |
name of the joint. More... | |
Protected Attributes | |
uint16 | actionCode |
Action the joint will enact on the puppet. More... | |
VECTOR_TYPE | supplementalData |
Additional transformatino data. More... |
A joint is a structure that maps a degree of freedom in a puppet to an input source that controls it. The base joint class will define some variables and functions, but is mostly virtual and should never be implemented in and of itself.
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returns the type id of the joint.
Reimplemented in NodeJoint, PropertyJoint, and ParticleJoint. |
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This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
Reimplemented in NodeJoint, and PropertyJoint. |
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This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
Reimplemented in NodeJoint, and PropertyJoint. |
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This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
Reimplemented in NodeJoint, and PropertyJoint. |
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Assigns new value to abstract joint part.
Reimplemented in NodeJoint, and PropertyJoint. |
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Scaled and assigns value to joint.
Reimplemented in NodeJoint, PropertyJoint, and ParticleJoint. |
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Action the joint will enact on the puppet. Transformation type of the joint...whether this joint is going to rotate, stretch, twist a given node or target. *Note*: Some Joints don't use this...re-map to sub-class somewhere? |
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name of the joint. The name of the joint, in case this needs to be displayed in a GUI of some sort. |
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Additional transformatino data. Most of the transformations a target can undergo require addition information to work correctly. For translations, this would be direction; for rotation, it's the axis about which to rotate. |