This reference page is linked to from the following overview topics: 3DXI IK Chains.
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>
Public Member Functions |
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virtual int | GetNumberofBonesinChain ()=0 |
Get the number of nodes that make up the
chain. |
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virtual IGameNode * | GetIGameNodeInChain (int index)=0 |
Access to the n'th node in the chain.
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virtual IGameProperty * | GetSwivelData ()=0 |
Get the swivel data. |
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virtual IGameControl * | GetIKEnabledController ()=0 |
Get the controller for the IK enable.
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virtual int GetNumberofBonesinChain | ( | ) | [pure virtual] |
Get the number of nodes that make up the chain.
virtual IGameNode* GetIGameNodeInChain | ( | int | index | ) | [pure virtual] |
Access to the n'th node in the chain.
index | The index of the node to access |
virtual IGameProperty* GetSwivelData | ( | ) | [pure virtual] |
Get the swivel data.
The swivel data used in the IK calculation
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