125 void Control_Bone(
int boneindex,
const Matrix3D & relative_tm,
bool world_space_translation =
false);
139 void Scale(
float factor);
146 const float morph_weights[],
154 float lerp_a,
float lerp_b );
160 float a_scale,
float b_scale );
180 return Pivot[0].Transform;
187 return Pivot[pivot].IsVisible;
205 assert(pivot < NumPivots);
207 return Pivot[pivot].Transform;
Color scale(const Color &a, const Color &b)
#define W3DMPO_GLUE(ARGCLASS)
int Get_Parent_Index(int bone_indx) const
int Load_W3D(ChunkLoadClass &cload)
void Blend_Update(const Matrix3D &root, HAnimClass *motion0, float frame0, HAnimClass *motion1, float frame1, float percentage)
void Combo_Update(const Matrix3D &root, HAnimComboClass *anim)
void Base_Update(const Matrix3D &root)
WWINLINE int Num_Pivots(void) const
WWINLINE const Matrix3D & Get_Root_Transform(void) const
WWINLINE const char * Get_Name(void) const
void Capture_Bone(int boneindex)
bool Simple_Evaluate_Pivot(HAnimClass *motion, int pivot_index, float frame, const Matrix3D &obj_tm, Matrix3D *end_tm) const
void Control_Bone(int boneindex, const Matrix3D &relative_tm, bool world_space_translation=false)
bool Is_Bone_Captured(int boneindex) const
static HTreeClass * Create_Morphed(int num_morph_sources, const float morph_weights[], const HTreeClass *tree_array[])
static HTreeClass * Alter_Avatar_HTree(const HTreeClass *tree, Vector3 &scale)
int Get_Bone_Index(const char *name) const
WWINLINE const Matrix3D & Get_Transform(int pivot) const
const char * Get_Bone_Name(int boneid) const
static HTreeClass * Create_Interpolated(const HTreeClass *tree_a0_b0, const HTreeClass *tree_a0_b1, const HTreeClass *tree_a1_b0, const HTreeClass *tree_a1_b1, float lerp_a, float lerp_b)
void Anim_Update(const Matrix3D &root, HAnimClass *motion, float frame)
void Release_Bone(int boneindex)
void Get_Bone_Control(int boneindex, Matrix3D &relative_tm) const
WWINLINE bool Get_Visibility(int pivot) const