SkeletonMapper Class |
Namespace: DigitalRune.Animation.Character
The SkeletonMapper type exposes the following members.
Name | Description | |
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SkeletonMapper |
Initializes a new instance of the SkeletonMapper class.
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Name | Description | |
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Equals | (Inherited from Object.) | |
Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) | |
GetHashCode | Serves as a hash function for a particular type. (Inherited from Object.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
MapAToB |
Modifies the second skeleton pose to match the first skeleton pose.
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MapBToA |
Modifies the first skeleton pose to match the second skeleton pose.
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MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
ToString | Returns a string that represents the current object. (Inherited from Object.) |
Name | Description | |
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BoneMappers |
Gets the bone mappers.
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RotationOffset |
Gets or sets the rotation offset between SkeletonPoseA and
SkeletonPoseB. (This a rotation that transforms rotations from model A space
to model B space.)
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SkeletonPoseA |
Gets or sets the first skeleton pose.
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SkeletonPoseB |
Gets or sets the second skeleton pose.
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Skeleton mapping is mainly used for two reasons:
To use a skeleton mapper, set the two skeleton poses (SkeletonPoseA and SkeletonPoseB). If the skeletons use different model space (e.g. different forward or up directions), RotationOffset must be set. Then BoneMappers must be added to the BoneMappers collection. A bone is only mapped if a BoneMapper for this bone is added to the skeleton mapper.
In most cases, the order of the bone mappers in the BoneMappers collection is relevant. It is recommended to map parent bones before their child bones.
After the bone mappers are defined, MapAToB or MapBToA can be called to map the bone transforms of one skeleton to the other skeleton.