Public Member Functions

ISkinImportData Class Reference

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Detailed Description



class ISkinImportData

Description:
This class is available in release 4.2 and later only.

The interface that allows to import data: bones, initial skin and bone transforms, and vertex weighting into skin.

#include <iskin.h>

Inheritance diagram for ISkinImportData:
Inheritance graph
[legend]

List of all members.

Public Member Functions

virtual  ~ISkinImportData ()
virtual BOOL  AddBoneEx (INode *boneNode, BOOL update)=0
virtual BOOL  SetSkinTm (INode *skinNode, Matrix3 objectTm, Matrix3 nodeTm)=0
virtual BOOL  SetBoneTm (INode *boneNode, Matrix3 objectTm, Matrix3 nodeTm)=0
virtual BOOL  AddWeights (INode *skinNode, int vertexID, Tab< INode * > &boneNodeList, Tab< float > &weights)=0

Constructor & Destructor Documentation

virtual ~ISkinImportData ( ) [inline, virtual]
Remarks:
Destructor.
{}

Member Function Documentation

virtual BOOL AddBoneEx ( INode boneNode,
BOOL  update 
) [pure virtual]
Remarks:
Adds a bone to the skin system

Parameters:
INode *node

The bone to be added to skin.

BOOL update

The flag for UI update

Returns:
TRUE if the operation succeeded.

virtual BOOL SetSkinTm ( INode skinNode,
Matrix3  objectTm,
Matrix3  nodeTm 
) [pure virtual]
Remarks:
When skin is applied to a node, that nodes initial ObjectTM is stored off, so the initial position of the skin object can be recomputed. The function allows to set that TM. Stores TM and the inverse TM of the matrix passed to it.

Parameters:
INode *skinNode

The node that Skin is applied to

Matrix3 objectTm

The object matrix to assign as the new Skin object TM.

Matrix3 nodeTm

The node matrix to assign as the new Skin node TM

Returns:
TRUE if the operation succeeded.

virtual BOOL SetBoneTm ( INode boneNode,
Matrix3  objectTm,
Matrix3  nodeTm 
) [pure virtual]
Remarks:
When a bone is added to skin it stores off the initial object and node TM of that bone. The function sets the initial matrix of a particular bone.

Parameters:
INode *boneNode

The pointer to the bone that is having its initial matrix change

Matrix3 objectTm

The object matrix to assign as the new Skin object TM.

Matrix3 nodeTm

The node matrix to assign as the new Skin node TM

Returns:
TRUE if the operation succeeded.

virtual BOOL AddWeights ( INode skinNode,
int  vertexID,
Tab< INode * > &  boneNodeList,
Tab< float > &  weights 
) [pure virtual]
Remarks:
Adds weight to a specific vertex. Replaces the current vertex weight data supplied. The weights should sum to 1.0f. Both boneNodelist and weights must be the same size .

Parameters:
INode *skinNode

The node that has skin applied to it, used to obtain the local mod data for that node and skin since the same modifier can be applied to multiple nodes through instancing.

int vertexID

The index of the vertex to apply weights to.

Tab<INode*> &boneNodeList

The list of bones that will control the vertex, these must already be added to the skin modifier.

Tab<float> &weights

The weight of each bone.

Returns:
TRUE if the operation succeeded.

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