Open Reality Reference Guide
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1 #ifndef __FBCHARACTERPOSE_H__
2 #define __FBCHARACTERPOSE_H__
43 #include <kaydaradef.h>
48 #define FBSDK_DLL K_DLLIMPORT
54 #ifdef FBSDKUseNamespace
55 namespace FBSDKNamespace {
64 enum FBCharacterPoseFlag
66 kFBCharacterPoseNoFlag = 0,
67 kFBCharacterPoseMirror = 1,
68 kFBCharacterPoseGravity = 1<<1,
69 kFBCharacterPoseMatchTX = 1<<2,
70 kFBCharacterPoseMatchTY = 1<<3,
71 kFBCharacterPoseMatchTZ = 1<<4,
72 kFBCharacterPoseMatchR = 1<<5,
73 kFBCharacterPoseMatchPivot = 1<<6,
74 kFBCharacterPoseUseKeyingGroup = 1<<7,
75 kFBCharacterPoseMatchFKTranslation = 1<<8
79 enum FBMirrorPlaneType
81 kFBMirrorPlaneTypeInvalid = -1,
82 kFBMirrorPlaneTypeAuto = 0,
86 kFBMirrorPlaneTypeUser,
87 kFBMirrorPlaneTypeEquation,
88 kFBMirrorPlaneTypeCount
92 enum FBCharacterPoseKeyingMode
94 kFBCharacterPoseKeyingModeInvalid = -1,
95 kFBCharacterPoseKeyingModeFullBody = 0,
96 kFBCharacterPoseKeyingModeBodyPart,
97 kFBCharacterPoseKeyingModeCount
155 void SetFlag( FBCharacterPoseFlag pFlag,
bool pValue );
161 bool GetFlag( FBCharacterPoseFlag pFlag )
const;
169 FBCharacterPoseFlag mFlags;
408 #ifdef FBSDKUseNamespace
FBModel * mModelToMatch
Model to match.
void GetMirrorPlaneEquation(FBVector4< double > &pMirrorPlaneEquation, FBCharacter &pCharacter, FBCharacterPoseOptions &pCharacterPoseOptions)
Get the mirror plane equation that would be used to mirror according to the CharacterPoseOptions.
void GetExtraBoneParentRotationOffset(FBRVector &pR, int pIndex)
Get the extra bone transformation offset.
double mMirrorPlaneTiltAngle
Mirror plane tilt angle in degrees (used when mMirrorPlaneType = kFBMirrorPlaneTypeUser).
FBObjectPose * GetCharacterExtensionPoseAt(int pIndex)
Get the pose of a character extension.
void CopyPoseCharacterExtensions(FBCharacter &pCharacter)
Copy the pose of only the character extensions (omit the character).
FBVector4< double > mMirrorPlaneEquation
Mirror plane equation (used when mMirrorPlaneType = kFBMirrorPlaneTypeEquation).
void CopyPose(FBCharacter &pCharacter)
Copy the pose of a character and its extensions.
void ApplyPoseCandidate()
After setting the candidate on the skeleton node, calling this function will allow subsequent call to...
FBCharacterPoseKeyingMode mCharacterPoseKeyingMode
CharacterPoseKeyingMode (FullBody or BodyPart).
void GetMirrorPlaneEquation(FBMatrix &pMirrorPlaneEquation, FBCharacter &pCharacter, FBCharacterPoseOptions &pCharacterPoseOptions)
Get the mirror plane equation that would be used to mirror according to the CharacterPoseOptions.
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
void PastePoseCharacter(FBCharacter &pCharacter, FBCharacterPoseOptions &pCharacterPoseOptions)
Paste the pose of only the character (omit the extensions).
void GetExtraBoneTransform(FBVector3d &pT, FBVector3d &pR, FBVector3d &pS, int pIndex)
Get the extra bone transformation.
void PastePoseCharacterExtension(FBCharacterExtension &pCharacterExtension, FBCharacterPoseOptions &pCharacterPoseOptions)
Paste the pose of a single character extension.
Used to work with character poses.
void PastePoseCharacterExtensions(FBCharacter &pCharacter, FBCharacterPoseOptions &pCharacterPoseOptions)
Paste the pose of only the character extensions (omit the character).
void ClearCharacterExtensionsPose()
Clear only the pose of the character extensions (omit the character).
FBModel * GetExtraBoneModelAt(int pIndex)
Get the extra bone model at the specified index.
void CopyPoseCharacterExtensionsFrom(FBCharacterPose &pFromPose)
Copy the pose data of only the character extensions from a given pose.
void GetExtraBoneTransformOffset(FBVector3d &pT, FBVector3d &pR, FBVector3d &pS, int pIndex)
Get the extra bone transformation offset.
FBCharacterPoseOptions()
Constructor.
int GetExtraBoneCount()
Get the number of extra bones contained in the character pose.
void ClearCharacterPose()
Clear only the pose of the character (omit the extensions).
void PastePose(FBCharacter &pCharacter, FBCharacterPoseOptions &pCharacterPoseOptions)
Paste the pose of a character and its extensions.
A character is the link between a motion source and a character model.
PropertyList: CharacterPose.
void ClearFlag()
Clear all flags.
bool IsCharacterExtensionPoseStored(const char *pCharacterExtensionName)
Is the pose of the character extension stored in the pose?
#define __FBClassDeclare(Name, Parent)
For internal use only.
#define __FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
Stores options for operations on poses.
void CopyPoseCharacterExtension(FBCharacterExtension &pCharacterExtension)
Copy the pose of a single character extension.
void CopyFrom(FBCharacterPose &pFromPose)
Copy everything from a given object.
FBObjectPose * GetCharacterExtensionPose(const char *pCharacterExtensionName)
Get the pose of a character extension.
Four x Four (double) Matrix.
FBMirrorPlaneType mMirrorPlaneType
Mirror plane type.
void RemoveCharacterExtensionPose(const char *pCharacterExtensionName)
Remove the pose of a character extension.
void SetFlag(FBCharacterPoseFlag pFlag, bool pValue)
Set a flag value.
FBObjectPose * GetOrCreateCharacterExtensionPose(const char *pCharacterExtensionName)
Get the pose of a character extension and create it if necessary.
double mMirrorPlanePanAngle
Mirror plane pan angle in degrees (used when mMirrorPlaneType = kFBMirrorPlaneTypeUser).
void CopyPoseCharacter(FBCharacter &pCharacter)
Copy the pose of only the character (omit the extensions).
PropertyList: Concrete class for PropertyList of component
FBCharacterPose(const char *pName, HIObject pObject=NULL)
Public constructor.
FBString GetCharacterExtensionNameFromPose(FBObjectPose &pCharacterExtensionPose)
Get the name of the character extension for the specified pose.
#define FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
int GetCharacterExtensionPoseCount()
Get the number of character extension stored in the pose.
FBCharacterPose * operator[](int pIndex)
Get the character pose at pIndex.
void CopyPoseDataFrom(FBCharacterPose &pFromPose)
Copy all the pose data from a given pose.
bool IsCharacterPoseStored()
Is the pose of the character stored in the pose?
bool GetFlag(FBCharacterPoseFlag pFlag) const
Get a flag value.
void RemoveCharacterExtensionPoseAt(int pIndex)
Remove the pose of a character extension.
void CopyPoseCharacterFrom(FBCharacterPose &pFromPose)
Copy the pose data of only the character from a given pose.
class K_DLLIMPORT FBVector3< double > FBVector3d
3D vector.
void ClearPose()
Clear all the data of the pose.