Defines an instance of a discrete, movable object based on a Mesh.
Class encapsulating a standard 4x4 homogeneous matrix.
Abstract class defining a movable object in a scene.
A collection of Bone objects used to animate a skinned mesh.
A tagged point on a skeleton, which can be used to attach entities to on specific other entities.
bool getInheritParentEntityOrientation(void) const
Returns true if this TagPoint is affected by orientation applied to the parent entity.
Matrix4 mFullLocalTransform
bool getInheritParentEntityScale(void) const
Returns true if this TagPoint is affected by scaling factors applied to the parent entity.
MovableObject * mChildObject
bool mInheritParentEntityScale
Entity * getParentEntity(void) const
bool mInheritParentEntityOrientation
const Matrix4 & getParentEntityTransform(void) const
Gets the transform of parent entity.
void setInheritParentEntityOrientation(bool inherit)
Tells the TagPoint whether it should inherit orientation from it's parent entity.
TagPoint(unsigned short handle, Skeleton *creator)
MovableObject * getChildObject(void) const
void needUpdate(bool forceParentUpdate=false)
To be called in the event of transform changes to this node that require it's recalculation.
void setChildObject(MovableObject *pObject)
void setInheritParentEntityScale(bool inherit)
Tells the TagPoint whether it should inherit scaling factors from it's parent entity.
const Matrix4 & _getFullLocalTransform(void) const
Gets the transform of this node just for the skeleton (not entity)
void updateFromParentImpl(void) const
Overridden from Node in order to include parent Entity transform.
void setParentEntity(Entity *pEntity)
const LightList & getLights(void) const
Gets a list of lights, ordered relative to how close they are to this renderable.