hi,
my proposition of iRagdoll interface:
struct iRagdoll : public virtual iBase
{
SCF_INTERFACE (iRagdoll, 0, 0, 1);
virtual size_t AddBind (iRigidBody *body, iSkeletonBoneFactory *bone) = 0;
virtual size_t GetBodiesCount () = 0;
virtual iRigidBody *GetBody (size_t id) = 0;
// without target animation, ragdoll will change bones positions
// directly.
virtual void SetTargetAnimation (iSkeletonAnimation *animation) = 0;
virtual void MakeFrame () = 0;
virtual void SetSimulationStepsAutoFrames (size_t steps) = 0;
};
"MakeFrame" can also go to different interface (called
iAnimationSource, or something).
--
greetings,
Piotr Obrzut
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