Public Member Functions

IGameIKChain Class Reference

This reference page is linked to from the following overview topics: 3DXI IK Chains.


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Detailed Description

Simple wrapper for IKChains.

An IGame wrapper around the IKChain object.
This object be used as a basis for character export. All nodes used in the chain are maintained by the IGameIKChain interface. This allows animation to be exported based on whether it is in IK or FK mode. If the IK is enabled then the IGameControl retrieved from the IGameNode will be that of the End Effector for the chain. If it is in FK mode then the IGameControl from the nodes in the chain would be used for the FK calculation.

#include <IGameObject.h>

Inheritance diagram for IGameIKChain:
Inheritance graph
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List of all members.

Public Member Functions

virtual int  GetNumberofBonesinChain ()=0
  Get the number of nodes that make up the chain.
virtual IGameNode GetIGameNodeInChain (int index)=0
  Access to the n'th node in the chain.
virtual IGameProperty GetSwivelData ()=0
  Get the swivel data.
virtual IGameControl GetIKEnabledController ()=0
  Get the controller for the IK enable.

Member Function Documentation

virtual int GetNumberofBonesinChain ( ) [pure virtual]

Get the number of nodes that make up the chain.

Returns:
The number of nodes in the chain
virtual IGameNode* GetIGameNodeInChain ( int  index ) [pure virtual]

Access to the n'th node in the chain.

Parameters:
index The index of the node to access
Returns:
An IGameNode representation of the node
virtual IGameProperty* GetSwivelData ( ) [pure virtual]

Get the swivel data.

The swivel data used in the IK calculation

Returns:
The IGameProperty for the swivel data
virtual IGameControl* GetIKEnabledController ( ) [pure virtual]

Get the controller for the IK enable.

Access to the Enabled controller - this defines whether IK or FK are used. When IK the end effector is used to control the transforms, in FK the individual nodes can be positioned independent of the effector

Returns:
An IGameControl pointer for the Enabled controller. This controller does not have direct access, so should be sampled using IGameControlType::IGAME_FLOAT

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