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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