// Z3DSkeletonObject.h: interface for the CZ3DSkeletonObject class. // ////////////////////////////////////////////////////////////////////// #if !defined(AFX_Z3DSKELETONOBJECT_H__1B9AE6C3_16F6_11D5_A643_0000E8EB4C69__INCLUDED_) #define AFX_Z3DSKELETONOBJECT_H__1B9AE6C3_16F6_11D5_A643_0000E8EB4C69__INCLUDED_ #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 #pragma warning(disable:4786) #include "misc.h" #include "Z3DObject.h" #include "Z3DAniHolder.h" class CZ3DSkeletonObject : public CZ3DObject { public: CZ3DSkeletonObject() : CZ3DObject() { } virtual ~CZ3DSkeletonObject() { } /*void ApplyAniKey( Z3DAniHolder* pHolder ) { pHolder[m_nBodypartIndex].GetControllerData(m_nPartkeyIndex, m_PosLocal, m_DirLocal ); }*/ void GetLocalizedTM( matrix& m, const matrix& localizer ) { Multiply( m, const_cast(localizer), m_TM ); } void SetIndex( int nBodypartIndex, int nPartkeyIndex ) { m_nBodypartIndex = nBodypartIndex; m_nPartkeyIndex = nPartkeyIndex; } int GetAniHolderIndex() { return m_nBodypartIndex; } int GetPartInHolderIndex() { return m_nPartkeyIndex; } /*void SetLocalizer( matrix& m ) { m_Localizer = m; }*/ /*void GetPos( vector3& v ) { v.x = m_Pos.x; v.y = m_Pos.y; v.z = m_Pos.z; }*/ protected: //matrix m_Localizer; // ¼ÒÀ§ 'TM inverse' ¶ó°í ºÒ¸®´Â ¹°°Ç. int m_nBodypartIndex; int m_nPartkeyIndex; }; #endif // !defined(AFX_Z3DSKELETONOBJECT_H__1B9AE6C3_16F6_11D5_A643_0000E8EB4C69__INCLUDED_)