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