Public Member Functions

KFbxSkeleton Class Reference

This reference page is linked to from the following overview topics: Supported Scene Elements, FBX Node Attributes, List of Python FBX classes.


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Detailed Description

This class specializes a node attribute to represent the elements forming "bone" chains.

The KFbxSkeleton name of the class comes from the analogy with the human body skeletal structure. In fact, an object of this type is nothing more than a transform node with special properties that are useful for its graphical representation and during IK/FK and skin deformation computations. Typically, a scene will contain chains of KFbxSkeleton node attributes that, together, form a skeleton segment. For instance, the representation of the leg of a character can be achieved using one parent node with the attribute eROOT, followed by one child (femur) of type eLIMB, this child having a child also (tibia) of the same type. Finally, terminated with a last node attribute of type eEFFECTOR (ankle).

Examples:

ExportScene01/main.cxx, ExportScene05/main.cxx, ImportScene/DisplaySkeleton.cxx, and ViewScene/DrawScene.cxx.

Definition at line 64 of file kfbxskeleton.h.

#include <kfbxskeleton.h>

Inheritance diagram for KFbxSkeleton:
Inheritance graph
[legend]

List of all members.

Public Member Functions

virtual EAttributeType  GetAttributeType () const
  Return the type of node attribute (i.e: EAttributeType::eSKELETON).
void  Reset ()
  Reset the skeleton to default values and type to eROOT.

Skeleton Properties

enum   ESkeletonType { eROOT, eLIMB, eLIMB_NODE, eEFFECTOR }
 

Skeleton types.

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void  SetSkeletonType (ESkeletonType pSkeletonType)
  Set the skeleton type.
ESkeletonType  GetSkeletonType () const
  Get the skeleton type.
bool  GetSkeletonTypeIsSet () const
  Get a flag to know if the skeleton type was set.
ESkeletonType  GetSkeletonTypeDefaultValue () const
  Get the default value for the skeleton type.
double  GetLimbLengthDefaultValue () const
  Get the default value for the limb length.
double  GetLimbNodeSizeDefaultValue () const
  Get the default value for the limb node size.
bool  SetLimbNodeColor (const KFbxColor &pColor)
  Set limb or limb node color.
KFbxColor  GetLimbNodeColor () const
  Get limb or limb node color.
bool  GetLimbNodeColorIsSet () const
  Get a flag to know if the limb node color was set.
KFbxColor  GetLimbNodeColorDefaultValue () const
  Get the default value for the limb node color.
bool  IsSkeletonRoot () const
  To see if this skeleton is Root.

Property Names

static const char *  sSize
static const char *  sLimbLength

Property Default Values

static const fbxDouble1  sDefaultSize
static const fbxDouble1  sDefaultLimbLength
KFbxTypedProperty< fbxDouble1 Size
  This property handles the limb node size.
KFbxTypedProperty< fbxDouble1 LimbLength
  This property handles the skeleton limb length.
ESkeletonType  mSkeletonType
bool  mLimbLengthIsSet
bool  mLimbNodeSizeIsSet
bool  mLimbNodeColorIsSet
bool  mSkeletonTypeIsSet
virtual KFbxObject Copy (const KFbxObject &pObject)
  Copy an object content into this object.
  KFbxSkeleton (KFbxSdkManager &pManager, char const *pName)
virtual void  Construct (const KFbxSkeleton *pFrom)
virtual bool  ConstructProperties (bool pForceSet)
void  Reset (bool pResetProperties)
virtual const char *  GetTypeName () const
virtual KStringList  GetTypeFlags () const

Member Enumeration Documentation

Skeleton types.

Remarks:
eEFFECTOR is synonymous to eROOT.
The eLIMB_NODE type is a bone defined uniquely by a transform and a size value while
the eLIMB type is a bone defined by a transform and a length.
Enumerator:
eROOT 

First element of a chain.

eLIMB 

Chain element.

eLIMB_NODE 

Chain element.

eEFFECTOR 

Last element of a chain.

Definition at line 85 of file kfbxskeleton.h.


Constructor & Destructor Documentation

KFbxSkeleton ( KFbxSdkManager pManager,
char const *  pName 
) [protected]

Member Function Documentation

virtual EAttributeType GetAttributeType ( ) const [virtual]

Return the type of node attribute (i.e: EAttributeType::eSKELETON).

Reimplemented from KFbxNodeAttribute.

void Reset ( )

Reset the skeleton to default values and type to eROOT.

void SetSkeletonType ( ESkeletonType  pSkeletonType )

Set the skeleton type.

Parameters:
pSkeletonType Skeleton type identifier.
Examples:
ExportScene01/main.cxx, and ExportScene05/main.cxx.
ESkeletonType GetSkeletonType ( ) const

Get the skeleton type.

Returns:
Skeleton type identifier.
Examples:
ImportScene/DisplaySkeleton.cxx, and ViewScene/DrawScene.cxx.
bool GetSkeletonTypeIsSet ( ) const

Get a flag to know if the skeleton type was set.

Returns:
true if a call to SetSkeletonType() has been made.
Remarks:
When the attribute is not set, the application can choose to ignore the attribute or use the default value.
The flag is set back to false when Reset() is called.
ESkeletonType GetSkeletonTypeDefaultValue ( ) const

Get the default value for the skeleton type.

Returns:
eROOT
double GetLimbLengthDefaultValue ( ) const

Get the default value for the limb length.

Returns:
1.0
double GetLimbNodeSizeDefaultValue ( ) const

Get the default value for the limb node size.

Returns:
100.0
bool SetLimbNodeColor ( const KFbxColor pColor )

Set limb or limb node color.

Parameters:
pColor RGB values for the limb color.
Returns:
true if skeleton type is eLIMB or eLIMB_NODE, false otherwise.
Remarks:
Limb or limb node color is only set if skeleton type is eLIMB or eLIMB_NODE.
KFbxColor GetLimbNodeColor ( ) const

Get limb or limb node color.

Returns:
Currently set limb color.
Remarks:
Limb or limb node color is only valid if skeleton type is eLIMB or eLIMB_NODE.
Examples:
ImportScene/DisplaySkeleton.cxx.
bool GetLimbNodeColorIsSet ( ) const

Get a flag to know if the limb node color was set.

Returns:
true if a call to SetLimbNodeColor() has been made.
Remarks:
When the attribute is not set, the application can choose to ignore the attribute or use the default value.
The flag is set back to false when Reset() is called.
KFbxColor GetLimbNodeColorDefaultValue ( ) const

Get the default value for the limb node color.

Returns:
R=0.8, G=0.8, B=0.8
bool IsSkeletonRoot ( ) const

To see if this skeleton is Root.

Returns:
true if this is root of the skeleton, false otherwise.
Remarks:
if a skeleton node do not have a parent or its parent is not a skeleton node itself, then this skeleton is root in the hierarchy.
virtual KFbxObject& Copy ( const KFbxObject pObject ) [virtual]

Copy an object content into this object.

Parameters:
pObject The source object to copy data from.
Returns:
Returns the destination object being modified by the source.
Remarks:
This function replace the assignment operator (operator=). It will copy all property values and the name. Connections are NOT copied.

Reimplemented from KFbxObject.

virtual void Construct ( const KFbxSkeleton pFrom ) [protected, virtual]
virtual bool ConstructProperties ( bool  pForceSet ) [protected, virtual]
void Reset ( bool  pResetProperties ) [protected]
virtual const char* GetTypeName ( ) const [protected, virtual]
virtual KStringList GetTypeFlags ( ) const [protected, virtual]

Member Data Documentation

const char* sSize [static]

Definition at line 163 of file kfbxskeleton.h.

const char* sLimbLength [static]

Definition at line 164 of file kfbxskeleton.h.

const fbxDouble1 sDefaultSize [static]

Definition at line 170 of file kfbxskeleton.h.

Definition at line 171 of file kfbxskeleton.h.

This property handles the limb node size.

To access this property do: Size.Get(). To set this property do: Size.Set(fbxDouble1).

Default value is 100.0

Examples:
ExportScene01/main.cxx, and ImportScene/DisplaySkeleton.cxx.

Definition at line 187 of file kfbxskeleton.h.

This property handles the skeleton limb length.

To access this property do: LimbLength.Get(). To set this property do: LimbLength.Set(fbxDouble1).

KFbxSkeleton is a node attribute and it will be attached to a KFbxNode which represents the transform. Given a chain of skeleton nodes the parent and child skeletons will be attached to a parent node and a child node. The orientation of the limb is computed from the vector between the parent and child position (from parent to child). The LimbLength represents the proportion of the parent node's position to the child node's position which is used to compute the actual limb length. The default value of 1.0 means the LimbLength is equal to the length between the parent and child node's position. So if the value is 0.5, it means the LimbLength will be half of the length between the parent and child node's position.

Examples:
ImportScene/DisplaySkeleton.cxx.

Definition at line 202 of file kfbxskeleton.h.

Definition at line 226 of file kfbxskeleton.h.

bool mLimbLengthIsSet [protected]

Definition at line 228 of file kfbxskeleton.h.

bool mLimbNodeSizeIsSet [protected]

Definition at line 229 of file kfbxskeleton.h.

bool mLimbNodeColorIsSet [protected]

Definition at line 230 of file kfbxskeleton.h.

bool mSkeletonTypeIsSet [protected]

Definition at line 231 of file kfbxskeleton.h.


The documentation for this class was generated from the following file:

KFbxSkeleton KFbxSkeleton KFbxSkeleton KFbxSkeleton KFbxSkeleton KFbxSkeleton KFbxSkeleton KFbxSkeleton KFbxSkeleton KFbxSkeleton
KFbxSkeleton KFbxSkeleton KFbxSkeleton KFbxSkeleton KFbxSkeleton KFbxSkeleton KFbxSkeleton KFbxSkeleton KFbxSkeleton KFbxSkeleton