Hi,

Monday, March 5, 2007, 9:12:42 AM, you wrote:

>struct iRagdoll : public virtual iBase
>{
>  SCF_INTERFACE (iRagdoll, 0, 0, 1);
>
>  virtual size_t AddBind (iRigidBody *body, iSkeletonBone *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;
>};

The interface is one thing and implementation is another. I'm
wondering if I should create separate plugin for it in crystal
space... The only role of this plugin would be to handle making
animation frames in right time, and to make bones transforms
from bodies transforms.

Any ideas?

-- 
greetings,
 Piotr Obrzut                           mailto:[EMAIL PROTECTED]


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