MODULE = Ogre PACKAGE = Ogre::Skeleton
Bone *
Skeleton::createBone(...)
CODE:
// createBone()
if (items == 1) {
RETVAL = THIS->createBone();
}
// createBone(String name, unsigned short handle)
else if (items == 3) {
char * xstmpchr = (char *) SvPV_nolen(ST(1));
String name = xstmpchr;
unsigned short handle = (unsigned short)SvUV(ST(2));
RETVAL = THIS->createBone(name, handle);
}
else if (items == 2) {
if (looks_like_number(ST(1))) {
unsigned short handle = (unsigned short)SvUV(ST(1));
RETVAL = THIS->createBone(handle);
}
else {
char * xstmpchr = (char *) SvPV_nolen(ST(1));
String name = xstmpchr;
RETVAL = THIS->createBone(name);
}
}
OUTPUT:
RETVAL
unsigned short
Skeleton::getNumBones()
Bone *
Skeleton::getRootBone()
## BoneIterator Skeleton::getRootBoneIterator()
## BoneIterator Skeleton::getBoneIterator()
Bone *
Skeleton::getBone(...)
CODE:
if (looks_like_number(ST(1))) {
unsigned short handle = (unsigned short)SvUV(ST(1));
RETVAL = THIS->getBone(handle);
}
else {
char * xstmpchr = (char *) SvPV_nolen(ST(1));
String name = xstmpchr;
RETVAL = THIS->getBone(name);
}
OUTPUT:
RETVAL
void
Skeleton::setBindingPose()
void
Skeleton::reset(bool resetManualBones=false)
Animation *
Skeleton::createAnimation(String name, Real length)
## xxx: left off last arg
## getAnimation(String name, const LinkedSkeletonAnimationSource **linker=0)
Animation *
Skeleton::getAnimation(...)
CODE:
if (looks_like_number(ST(1))) {
unsigned short handle = (unsigned short)SvUV(ST(1));
RETVAL = THIS->getAnimation(handle);
}
else {
char * xstmpchr = (char *) SvPV_nolen(ST(1));
String name = xstmpchr;
RETVAL = THIS->getAnimation(name);
}
OUTPUT:
RETVAL
bool
Skeleton::hasAnimation(String name)
void
Skeleton::removeAnimation(String name)
void
Skeleton::setAnimationState(animSet)
const AnimationStateSet * animSet
C_ARGS:
*animSet
unsigned short
Skeleton::getNumAnimations()
int
Skeleton::getBlendMode()
void
Skeleton::setBlendMode(int state)
C_ARGS:
(SkeletonAnimationBlendMode)state
void
Skeleton::optimiseAllAnimations(bool preservingIdentityNodeTracks=false)
void
Skeleton::addLinkedSkeletonAnimationSource(String skelName, Real scale=1.0f)
void
Skeleton::removeAllLinkedSkeletonAnimationSources()
## LinkedSkeletonAnimSourceIterator Skeleton::getLinkedSkeletonAnimationSourceIterator()
bool
Skeleton::getManualBonesDirty()
bool
Skeleton::hasManualBones()