| SkeletonHelperResetBoneTransformsInSubtree Method |
Resets the bone transform components (scale, rotation or translation) of all bones in a
bone subtree.
Namespace: DigitalRune.Animation.CharacterAssembly: DigitalRune.Animation (in DigitalRune.Animation.dll) Version: 1.4.0.0 (1.4.1.14427)
Syntax public static void ResetBoneTransformsInSubtree(
this SkeletonPose skeletonPose,
int boneIndex,
bool resetScale,
bool resetRotation,
bool resetTranslation
)
<ExtensionAttribute>
Public Shared Sub ResetBoneTransformsInSubtree (
skeletonPose As SkeletonPose,
boneIndex As Integer,
resetScale As Boolean,
resetRotation As Boolean,
resetTranslation As Boolean
)
public:
[ExtensionAttribute]
static void ResetBoneTransformsInSubtree(
SkeletonPose^ skeletonPose,
int boneIndex,
bool resetScale,
bool resetRotation,
bool resetTranslation
)
[<ExtensionAttribute>]
static member ResetBoneTransformsInSubtree :
skeletonPose : SkeletonPose *
boneIndex : int *
resetScale : bool *
resetRotation : bool *
resetTranslation : bool -> unit
Parameters
- skeletonPose
- Type: DigitalRune.Animation.CharacterSkeletonPose
The skeleton pose. - boneIndex
- Type: SystemInt32
Index of the root bone of the subtree. Must not be negative.
- resetScale
- Type: SystemBoolean
If set to , the scale is reset. - resetRotation
- Type: SystemBoolean
If set to , the rotation is reset. - resetTranslation
- Type: SystemBoolean
If set to , the translation is reset.
Usage Note
In Visual Basic and C#, you can call this method as an instance method on any object of type
SkeletonPose. When you use instance method syntax to call this method, omit the first parameter. For more information, see
Extension Methods (Visual Basic) or
Extension Methods (C# Programming Guide).
Exceptions Remarks
If a bone transform is reset, it is set to the
Identity
transform. If all bone transforms of a skeleton are reset, then the skeleton is in its
bind pose.
See Also