CS::Animation Namespace Reference (Crystal Space 2.0 Public API Reference)

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CS::Animation Namespace Reference

Animation-related types. More...

## Classes
class | AnimatedMeshState
| Holds the state of an animesh skeleton for a frame, ie the position and rotation of each bone of the skeleton. More...
class | AnimNodeManagerCommon
| Template class for animation node plugin managers. More...
struct | BoneMapping
| This class holds the mapping between the bones of a source and a target skeleton. More...
class | BVHMocapParser
| Tool for parsing BVH (BioVision Hierarchical data) motion capture ressource files. More...
struct | iBodyBone
| A body bone holds the physical description of the bone of an animated mesh. More...
struct | iBodyBoneCollider
| These are the properties of the collider associated to a bone. More...
struct | iBodyBoneJoint
| These are the properties of the joint associated to a bone. More...
struct | iBodyBoneProperties
| These are the main properties of a bone's rigid body. More...
struct | iBodyChain
| A body chain is a subtree of the skeleton of an animated mesh. More...
struct | iBodyChainNode
| A node in a body chain tree. More...
struct | iBodyManager
| A class to manage the creation and deletion of bodies' skeletons. More...
struct | iBodySkeleton
| This class holds the physical description of the skeleton of an animated mesh. More...
struct | iFurAnimatedMeshControl
| Animation controller for animated mesh. More...
struct | iFurAnimationControl
| Simple Animation Controller. More...
struct | iFurPhysicsControl
| Controller that updates the iFurMesh's geometry. More...
struct | iSkeleton
| A skeleton instance defines the state of a CS::Mesh::iAnimatedMesh. More...
struct | iSkeletonAnimation
| Data structure for raw skeletal animations. More...
struct | iSkeletonAnimationNode
| Raw animation node. More...
struct | iSkeletonAnimationNodeFactory
| Factory for raw animation nodes. More...
struct | iSkeletonAnimCallback
| A callback to be implemented if you want to be notified when the state of an animation or animation tree is changed. More...
struct | iSkeletonAnimNode
| Base type for the animation nodes in the hierarchical blending tree of the skeletal animation system. More...
struct | iSkeletonAnimNodeFactory
| Base type for nodes in the hierarchical blending tree factory of the skeletal animation system. More...
struct | iSkeletonAnimNodeManager
| Template for an animation node manager. More...
struct | iSkeletonAnimPacket
| An animation packet instance. More...
struct | iSkeletonAnimPacketFactory
| Defines a factory for a skeletal animation packet (iSkeletonAnimPacket). More...
struct | iSkeletonBlendNode
| An animation node that blends together the sub-nodes based on their weights. More...
struct | iSkeletonBlendNodeFactory
| Factory for blend nodes, ie nodes which blend together any number of sub-nodes. More...
struct | iSkeletonDebugNode
| An animation node that let visualize the dynamics of any animation node. More...
struct | iSkeletonDebugNodeFactory
| Factory for the 'debug' animation node (see CS::Animation::iSkeletonDebugNode). More...
struct | iSkeletonDebugNodeManager
| A class to manage the creation and deletion of debug animation node factories. More...
struct | iSkeletonFactory
| A skeleton factory is an object defining the base pose and topology from which CS::Animation::iSkeleton instances can be created. More...
struct | iSkeletonFSMNode
| An animation node that uses a Finite State Machine (FSM) to determine the animation to be played. More...
struct | iSkeletonFSMNodeFactory
| Factory for Finite State Machine (FSM) animation nodes. More...
struct | iSkeletonIKCCDNode
| An implementation of the CS::Animation::iSkeletonIKNodeFactory based on a quaternion version of the Cyclic Coordinate Descent algorithm. More...
struct | iSkeletonIKCCDNodeFactory
| An implementation of the CS::Animation::iSkeletonIKNodeFactory based on a quaternion version of the Cyclic Coordinate Descent algorithm. More...
struct | iSkeletonIKNode
| An animation node that generates an animation for a sub-part of the skeleton (a CS::Animation::iBodyChain) by specifying some geometrical constraints on the effectors placed on the skeleton. More...
struct | iSkeletonIKNodeFactory
| Factory for the Inverse Kinematics animation node. More...
struct | iSkeletonIKNodeManager
| A class to manage the creation and deletion of Inverse Kinematics animation node factories. More...
struct | iSkeletonIKPhysicalNode
| An implementation of the CS::Animation::iSkeletonIKNode based on physical simulation. More...
struct | iSkeletonIKPhysicalNodeFactory
| An implementation of the CS::Animation::iSkeletonIKNodeFactory based on physical simulation. More...
struct | iSkeletonLookAtListener
| A listener to be implemented if you want to be notified when the target has been reached or lost. More...
struct | iSkeletonLookAtNode
| An animation node that controls a bone of an animesh in order to make it look at a target. More...
struct | iSkeletonLookAtNodeFactory
| Factory for the 'LookAt' animation node. More...
struct | iSkeletonLookAtNodeManager
| A class to manage the creation and deletion of 'LookAt' animation node factories. More...
struct | iSkeletonManager
| Skeletal system base object, representing the entire skeletal and skeletal animation system. More...
struct | iSkeletonPriorityNode
| An animation node that blends together the sub-nodes based on their priority. More...
struct | iSkeletonPriorityNodeFactory
| Factory for priority blend nodes, ie nodes blending sub-nodes on the base of their current priority. More...
struct | iSkeletonRagdollNode
| An animation node that interacts with the dynamic simulation in order to control the animation of the animated mesh, and/or in order to make the mesh collide with the rigid bodies of the simulation. More...
struct | iSkeletonRagdollNodeFactory
| Factory for the ragdoll animation node. More...
struct | iSkeletonRagdollNodeManager
| A class to manage the creation and deletion of ragdoll animation node factories. More...
struct | iSkeletonRandomNode
| An animation node that selects randomly the sub-nodes to be played. More...
struct | iSkeletonRandomNodeFactory
| Factory for blending nodes playing randomly their sub-nodes. More...
struct | iSkeletonRetargetNode
| An animation node that can retarget an animation from one skeleton to another. More...
struct | iSkeletonRetargetNodeFactory
| Factory for the 'Retarget' animation node. More...
struct | iSkeletonRetargetNodeManager
| A class to manage the creation and deletion of 'Retarget' animation node factories. More...
struct | iSkeletonSpeedNode
| An animation node that takes some animations of the animesh moving at different speed (eg idle, walking, running), and blend them to achieve any custom speed. More...
struct | iSkeletonSpeedNodeFactory
| Factory for the 'speed' animation node. More...
struct | iSkeletonSpeedNodeManager
| A class to manage the creation and deletion of speed animation node factories. More...
struct | iSoftBodyAnimationControl
| Animation control for a genmesh animated by a CS::Physics::Bullet::iSoftBody. More...
struct | iSoftBodyAnimationControlFactory
| Animation control factory for a genmesh animated by a CS::Physics::Bullet::iSoftBody. More...
struct | iSoftBodyAnimationControlType
| Animation control type for a genmesh animated by a CS::Physics::Bullet::iSoftBody. More...
class | MocapParser
| Tool for parsing motion capture ressource files and importing them into an animation data suitable for the CS::Mesh::iAnimatedMesh. More...
struct | MocapParserResult
| Return structure for CS::Animation::MocapParser::ParseData() More...
struct | NameBoneMappingHelper
| This helper class can generate a bone mapping by simply taking the corresponding bones that have the same name. More...
class | SkeletonAnimNodeFactory
| Base implementation of a CS::Animation::iSkeletonAnimNodeFactory. More...
class | SkeletonAnimNodeFactoryMulti
| Base implementation of a CS::Animation::iSkeletonAnimNodeFactory with more than one child. More...
class | SkeletonAnimNodeFactorySingle
| Base implementation of a CS::Animation::iSkeletonAnimNodeFactory with a single child. More...
class | SkeletonAnimNodeSingle
| Base implementation of a CS::Animation::iSkeletonAnimNode with a single child. More...
class | SkeletonAnimNodeSingleBase
| Methods of SkeletonAnimNodeSingle not dependent on the factory type. More...
## Typedefs
typedef unsigned int | EffectorID
| Identifier for an effector within an Inverse Kinematics animation node.
## Enumerations
enum | RagdollState { STATE_INACTIVE = 0, STATE_DYNAMIC, STATE_KINEMATIC }
| The physical state of a body chain. More...
enum | SkeletonDebugMode { DEBUG_NONE = 0, DEBUG_2DLINES = 1 << 1, DEBUG_SQUARES = 1 << 2, DEBUG_IMAGES = 1 << 3, DEBUG_BBOXES = 1 << 4 }
| The visualization mode to be used by the CS::Animation::iSkeletonDebugNode. More...
## Skeletal animation
enum | SynchronizationMode { SYNC_NONE, SYNC_FIRSTFRAME }
| Different synchronization modes. More...
typedef unsigned int | ChannelID
| Identifier for a channel within an animation.
typedef unsigned int | KeyFrameID
| Identifier for a keyframe within an animation channel.
typedef unsigned int | StateID
| Identifier for a state within a FSM animation node.
static const ChannelID | InvalidChannelID = (ChannelID)~0
| ID for an invalid channel.
static const KeyFrameID | InvalidKeyframeID = (KeyFrameID)~0
| ID for an invalid keyframe number.
static const StateID | InvalidStateID = (StateID)~0
| ID for an invalid state.
## Skeleton
typedef size_t | BoneID
| Identifier for single bone data.
static const BoneID | InvalidBoneID = (BoneID)~0
| ID for an invalid bone.

## Detailed Description

Animation-related types.

## Typedef Documentation

typedef unsigned int CS::Animation::EffectorID

Identifier for an effector within an Inverse Kinematics animation node.

Definition at line 51 of file ik.h.

## Enumeration Type Documentation

enum CS::Animation::RagdollState

The physical state of a body chain.

Enumerator:

  STATE_INACTIVE | The chain is physically inactive.
  STATE_DYNAMIC | The chain is dynamic, ie the motion of the chain is controlled by the dynamic simulation.
  STATE_KINEMATIC | The chain is kinematic, ie the motion of the chain is controlled by the animation system, but its bones do interact with the dynamic simulation.

Definition at line 61 of file ragdoll.h.

enum CS::Animation::SkeletonDebugMode

The visualization mode to be used by the CS::Animation::iSkeletonDebugNode.

Enumerator:

  DEBUG_NONE | No debug shapes are displayed.
  DEBUG_2DLINES | The debug shapes displayed are 2D lines between the bones.
  DEBUG_SQUARES | The debug shapes displayed are 2D squares at the bone positions.
  DEBUG_IMAGES | The debug shapes displayed are images at the bone positions. SetDebugImage() must therefore be used.
  DEBUG_BBOXES | The debug shapes displayed are the bounding boxes of the bones.

Definition at line 63 of file debug.h.