コード例 #1
0
void SimpleSkeletalAnimatedObject_cl::LayerTwoAnimations()
{
  // Layer two animations (using a LayerMixer node). We use this to fade-in an upper body animation 
  // on top of a full body animation. The mixer gets the two animation controls as input and generates
  // the layered result. The animation tree looks as follows:
  //
  // - FinalSkeletalResult
  //    - LayerMixerNode
  //       - SkeletalAnimControl (WalkDagger Animation; influences full body)
  //       - SkeletalAnimControl (RunDagger Animation: influences upper body only)
  //
  // The weight of the layered upper body animation is set on the mixer instance.
  //

  // Create a new AnimConfig instance
  VDynamicMesh *pMesh = GetMesh();
  VisSkeleton_cl *pSkeleton = pMesh->GetSkeleton();
  VisAnimFinalSkeletalResult_cl* pFinalSkeletalResult;
  VisAnimConfig_cl* pConfig = VisAnimConfig_cl::CreateSkeletalConfig(pMesh, &pFinalSkeletalResult);

  // get skeletal animation sequence
  VisSkeletalAnimSequence_cl* pAnimSequenceWalkDagger = static_cast<VisSkeletalAnimSequence_cl*>(
    pMesh->GetSequence("Walk_Dagger", VIS_MODELANIM_SKELETAL));
  VisSkeletalAnimSequence_cl* pAnimSequenceDrawDagger = static_cast<VisSkeletalAnimSequence_cl*>(
    pMesh->GetSequence("Draw_Dagger", VIS_MODELANIM_SKELETAL));

  if (pAnimSequenceWalkDagger == NULL || pAnimSequenceDrawDagger == NULL)
    return;

  // Create the two animation controls: WalkDagger: full body animation; DrawDagger: upper body animation.
  // Use a helper function to create the animation controls.
  VSmartPtr<VisSkeletalAnimControl_cl> spWalkDaggerAnimControl = VisSkeletalAnimControl_cl::Create(
    pMesh->GetSkeleton(), pAnimSequenceWalkDagger, VANIMCTRL_LOOP|VSKELANIMCTRL_DEFAULTS, 1.0f, true);
  VSmartPtr<VisSkeletalAnimControl_cl> spDrawDaggerAnimControl = VisSkeletalAnimControl_cl::Create(
    pMesh->GetSkeleton(), pAnimSequenceDrawDagger, VSKELANIMCTRL_DEFAULTS, 1.0f, true);

  // create the layer node which layers the two animations
  m_spLayerMixerNode = new VisAnimLayerMixerNode_cl(pMesh->GetSkeleton());
  m_spLayerMixerNode->AddMixerInput(spWalkDaggerAnimControl, 1.0f);
  int iMixerInputDrawDagger = m_spLayerMixerNode->AddMixerInput(spDrawDaggerAnimControl, 0.0f);
  
  // set a per bone weighting list for the DrawDagger (upper body) slot in the mixer. It shall overlay the
  // upper body of the character and thus only influence the upper body bones.
  int iBoneCount = pSkeleton->GetBoneCount();
  VASSERT(iBoneCount < 256);

  float fPerBoneWeightingList[256];
  memset(fPerBoneWeightingList, 0, sizeof(float)*iBoneCount);

  pSkeleton->SetBoneWeightRecursive(1.f, pSkeleton->GetBoneIndexByName("skeleton1:Spine"), fPerBoneWeightingList);
  m_spLayerMixerNode->ApplyPerBoneWeightingMask(iMixerInputDrawDagger, iBoneCount, fPerBoneWeightingList);

  // finally set the mixer as the root animation node
  pFinalSkeletalResult->SetSkeletalAnimInput(m_spLayerMixerNode);
  SetAnimConfig(pConfig);

  // fade-in the upper body animation
  //m_spLayerMixerNode->EaseIn(iMixerInputDrawDagger, 0.4f, true);
}
コード例 #2
0
void MergedModelFactory_cl::PreviewModel()
{
  DeleteModels();

  m_pPreviewModelEntities = new VisBaseEntity_cl*[BARBARIAN_MAX];
  m_pPreviewModelEntities[BARBARIAN_BODY] = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(0.f, 0.f, 0.f), "Barbarian_Body.model");
  m_pPreviewModelEntities[BARBARIAN_ARM] = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(0.f, 0.f, 0.f), "Barbarian_Arm.model");
  m_pPreviewModelEntities[BARBARIAN_SHOULDER] = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(0.f, 0.f, 0.f), "Barbarian_Shoulder.model");
  m_pPreviewModelEntities[BARBARIAN_LEGS] = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(0.f, 0.f, 0.f), "Barbarian_Legs.model");
  m_pPreviewModelEntities[BARBARIAN_KNEE] = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(0.f, 0.f, 0.f), "Barbarian_Knee.model");
  m_pPreviewModelEntities[BARBARIAN_ACCESSOIRE] = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(0.f, 0.f, 0.f), "Barbarian_Accessoire.model");
  m_pPreviewModelEntities[BARBARIAN_BELT] = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(0.f, 0.f, 0.f), "Barbarian_Belt.model");
  m_pPreviewModelEntities[BARBARIAN_CLOTH] = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(0.f, 0.f, 0.f), "Barbarian_Cloth.model");
  m_pPreviewModelEntities[BARBARIAN_BEARD] = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(0.f, 0.f, 0.f), "Barbarian_Beard.model");
  m_pPreviewModelEntities[BARBARIAN_AXE] = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(0.f, 0.f, 0.f), "Barbarian_Axe.model");
  m_pPreviewModelEntities[BARBARIAN_SWORD] = Vision::Game.CreateEntity("VisBaseEntity_cl", hkvVec3(0.f, 0.f, 0.f), "Barbarian_Sword.model");

  // Setup animation system
  VDynamicMesh* pBodyMesh = m_pPreviewModelEntities[BARBARIAN_BODY]->GetMesh();
  VisSkeletalAnimSequence_cl* pSequence = static_cast<VisSkeletalAnimSequence_cl*>(pBodyMesh->GetSequence("Idle", VIS_MODELANIM_SKELETAL));

  // Create shared skeletal anim control to animate all models in sync
  VisSkeletalAnimControl_cl* pSkeletalAnimControl = 
    VisSkeletalAnimControl_cl::Create(pBodyMesh->GetSkeleton(), pSequence, VSKELANIMCTRL_DEFAULTS | VANIMCTRL_LOOP);

  for (int i = 0; i < BARBARIAN_MAX; i++)
  {
    // Create anim config per entity
    VisAnimFinalSkeletalResult_cl* pFinalSkeletalResult = NULL;
    VisAnimConfig_cl* pConfig = VisAnimConfig_cl::CreateSkeletalConfig(m_pPreviewModelEntities[i]->GetMesh(), &pFinalSkeletalResult);
    pConfig->SetFlags(pConfig->GetFlags() | APPLY_MOTION_DELTA);

    // Anim config uses shared skeletal anim control as input
    pFinalSkeletalResult->SetSkeletalAnimInput(pSkeletalAnimControl);

    m_pPreviewModelEntities[i]->SetAnimConfig(pConfig);
    m_pPreviewModelEntities[i]->SetPosition(m_vPos);
    m_pPreviewModelEntities[i]->SetOrientation(m_vOri);
#ifndef _VISION_PSP2
    m_pPreviewModelEntities[i]->SetCastShadows(TRUE);
#endif
  }

  m_pCameraEntity->AttachToParent(m_pPreviewModelEntities[BARBARIAN_BODY]);
  m_pPlayerCamera->ResetOldPosition();
  m_pPlayerCamera->Follow = true;
  m_pPlayerCamera->Zoom = false;
  m_pPlayerCamera->InitialYaw = -90.f;

  
  UpdatePreview();
}
コード例 #3
0
void SimpleSkeletalAnimatedObject_cl::ForwardKinematics()
{
  // Apply forward kinematics to the head "Neck" bone, using a bone modifier node. The bone modifier
  // gets a skeletal animation as input, modifies the translation of the neck bone and generates the
  // combined result. The animation tree looks as follows:
  //
  // - FinalSkeletalResult
  //    - BoneModifierNode (modifies the neck bone)
  //      - SkeletalAnimControl (Walk Animation)
  //
  // The translation of the neck bone is set on the bone modifier node.
  //

  // Create a new AnimConfig instance
  VDynamicMesh *pMesh = GetMesh();
  VisAnimFinalSkeletalResult_cl* pFinalSkeletalResult;
  VisAnimConfig_cl* pConfig = VisAnimConfig_cl::CreateSkeletalConfig(pMesh, &pFinalSkeletalResult);

  // Get skeletal animation sequence.
  VisSkeletalAnimSequence_cl* pAnimSequenceWalk = 
    static_cast<VisSkeletalAnimSequence_cl*>(pMesh->GetSequence("Walk", VIS_MODELANIM_SKELETAL));
  if (pAnimSequenceWalk == NULL)
    return;

  // Create the animation control to play the walk animation (via a helper function).
  VSmartPtr<VisSkeletalAnimControl_cl> spWalkAnimControl = VisSkeletalAnimControl_cl::Create(
    pMesh->GetSkeleton(), pAnimSequenceWalk, VANIMCTRL_LOOP|VSKELANIMCTRL_DEFAULTS, 1.0f, true);

  // Create the bone modifier node that translates the head bone. Set the animation control instance
  // as the input for this node.
  m_spBoneModifierNode = new VisAnimBoneModifierNode_cl(pMesh->GetSkeleton());
  m_spBoneModifierNode->SetModifierInput(spWalkAnimControl);
  hkvQuat customBoneRotation;

  // set the neck bone translation on the bone modifier node
  m_iNeckBoneIndex = pMesh->GetSkeleton()->GetBoneIndexByName("skeleton1:Neck");
  customBoneRotation.setFromEulerAngles (0, -45, 0);
  m_spBoneModifierNode->SetCustomBoneRotation(m_iNeckBoneIndex, customBoneRotation, VIS_MODIFY_BONE);

  // finally set the bone modifier as the root animation node
  pFinalSkeletalResult->SetSkeletalAnimInput(m_spBoneModifierNode);
  SetAnimConfig(pConfig);

  // The bone modifier node is now part of the animation tree. You can at any time update the translation
  // on the bone modifier. The animation system will take care of generating the proper final result.
}
コード例 #4
0
void SimpleSkeletalAnimatedObject_cl::BlendTwoAnimations()
{
  // Blend two animations using a NormalizeMixer node. The mixer gets the two animations as input
  // and generates the blended result. The animation tree looks as follows:
  //
  // - FinalSkeletalResult
  //    - NormalizeMixerNode
  //       - SkeletalAnimControl (Walk Animation)
  //       - SkeletalAnimControl (Run Animation)
  //
  // The weights of the two animations are set on the mixer instance.
  //

  // create a new AnimConfig instance
  VDynamicMesh *pMesh = GetMesh();
  VisAnimFinalSkeletalResult_cl* pFinalSkeletalResult;
  VisAnimConfig_cl* pConfig = VisAnimConfig_cl::CreateSkeletalConfig(pMesh, &pFinalSkeletalResult);

  // get skeletal animation sequence
  VisSkeletalAnimSequence_cl* pAnimSequenceWalk = static_cast<VisSkeletalAnimSequence_cl*>(
    pMesh->GetSequence("Walk", VIS_MODELANIM_SKELETAL));
  VisSkeletalAnimSequence_cl* pAnimSequenceRun = static_cast<VisSkeletalAnimSequence_cl*>(
    pMesh->GetSequence("Run", VIS_MODELANIM_SKELETAL));

  if(pAnimSequenceWalk == NULL || pAnimSequenceRun == NULL)
    return;

  // create two animation controls: walk and run (use a helper function for creating them)
  VSmartPtr<VisSkeletalAnimControl_cl> spWalkAnimControl = VisSkeletalAnimControl_cl::Create(
    pMesh->GetSkeleton(), pAnimSequenceWalk, VANIMCTRL_LOOP|VSKELANIMCTRL_DEFAULTS, 1.0f, true);
  VSmartPtr<VisSkeletalAnimControl_cl> spRunAnimControl = VisSkeletalAnimControl_cl::Create(
    pMesh->GetSkeleton(), pAnimSequenceRun, VANIMCTRL_LOOP|VSKELANIMCTRL_DEFAULTS, 1.0f, true);

  // create the mixer node that blends the two animations
  // (set initial weight to show walk animation only)
  m_spNormalizeMixerNode = new VisAnimNormalizeMixerNode_cl(pMesh->GetSkeleton());
  m_iMixerInputWalk = m_spNormalizeMixerNode->AddMixerInput(spWalkAnimControl, 1.0f);
  m_iMixerInputRun = m_spNormalizeMixerNode->AddMixerInput(spRunAnimControl, 0.0f);

  // finally set the mixer as the root animation node
  pFinalSkeletalResult->SetSkeletalAnimInput(m_spNormalizeMixerNode);
  SetAnimConfig(pConfig);

  // blend from walk to run
  SetBlendWalkToRun(true);
}
コード例 #5
0
// **************************************************
//              NECK BONE HANDLING
// **************************************************
void AnimatedWarrior_cl::TurnHead(float fDegreesPerSecond, float fTimeDiff, float fMinAngle, float fMaxAngle)
{
  float fAmount = fDegreesPerSecond * fTimeDiff;

  // update joint rotation (with clamp)
  m_fHeadRotationAngles[1] += fAmount;
  if (m_fHeadRotationAngles[1] > fMaxAngle)
    m_fHeadRotationAngles[1] = fMaxAngle;
  else if (m_fHeadRotationAngles[1] < fMinAngle)
    m_fHeadRotationAngles[1] = fMinAngle;

  //// set new rotation
  VASSERT(GetAnimConfig() == m_spAnimConfig);
  VisAnimFinalSkeletalResult_cl *pFinalResult = m_spAnimConfig->GetFinalResult();
  VASSERT(pFinalResult != NULL);

  // update the current localspace result and add custom rotation
  pFinalResult->GetCurrentLocalSpaceResult();
  hkvQuat tempRotation(hkvNoInitialization);
  tempRotation.setFromEulerAngles (m_fHeadRotationAngles[2], m_fHeadRotationAngles[1], m_fHeadRotationAngles[0]);
  pFinalResult->SetCustomBoneRotation(m_iHeadBoneIndex, tempRotation, VIS_MODIFY_BONE|VIS_LOCAL_SPACE);

  m_bHeadInMovement = true;
}
コード例 #6
0
BOOL VLineFollowerComponent::StartAnimation(const char *szAnimName)
{
  VisBaseEntity_cl* pOwner = (VisBaseEntity_cl *)GetOwner();
  if (!pOwner)
    return false;

  m_bPlayingAnim = false;

  // Check for animation sequences
  VDynamicMesh *pMesh = pOwner->GetMesh();
  if (!pMesh || !pMesh->GetSequenceSetCollection() || !pMesh->GetSequenceSetCollection()->GetSequenceSetCount())
    return false;

  VisAnimFinalSkeletalResult_cl* pFinalSkeletalResult = NULL;
  VisVertexAnimDeformer_cl* pVertexAnimDeformer = NULL;

  // Get the sequence(s) for vertex and skeletal animation
  VisSkeletalAnimSequence_cl* pAnimSequenceSkeletal = (VisSkeletalAnimSequence_cl*)pMesh->GetSequence(szAnimName, VIS_MODELANIM_SKELETAL);
  VisVertexAnimSequence_cl* pAnimSequenceVertex = (VisVertexAnimSequence_cl*)pMesh->GetSequence(szAnimName, VIS_MODELANIM_VERTEX);

  // If no sequence with the given name is present
  if ((!pAnimSequenceSkeletal) && (!pAnimSequenceVertex))
  {
    VisAnimSequenceSet_cl * pSequenceSet =  pMesh->GetSequenceSetCollection()->GetSequenceSet(0);
    // Find the first skeletal or vertex animation and use it
    for (int i=0; i< pSequenceSet->GetSequenceCount(); ++i)
    {
      VisAnimSequence_cl* pTempAnimSequence = pSequenceSet->GetSequence(i);
      if (pTempAnimSequence->GetType() == VIS_MODELANIM_SKELETAL)
      {
        // If it is a skeletal animation, create a config for it
        VisAnimConfig_cl* pConfig = VisAnimConfig_cl::CreateSkeletalConfig(pMesh, &pFinalSkeletalResult);
        VisSkeletalAnimControl_cl* pSkeletalAnimControl = VisSkeletalAnimControl_cl::Create(pMesh->GetSkeleton(), (VisSkeletalAnimSequence_cl*)pTempAnimSequence, VANIMCTRL_LOOP|VSKELANIMCTRL_DEFAULTS, 1.0f, true);
        pFinalSkeletalResult->SetSkeletalAnimInput(pSkeletalAnimControl);
        pOwner->SetAnimConfig(pConfig);
        m_bPlayingAnim = true;
        return true;
      }
      else if (pTempAnimSequence->GetType() == VIS_MODELANIM_VERTEX)
      {
        // If it is a vertex animation, create a config for it
        VisAnimConfig_cl* pConfig = VisAnimConfig_cl::CreateVertexConfig(pMesh, &pVertexAnimDeformer);
        VisVertexAnimControl_cl* pVertexAnimControl = VisVertexAnimControl_cl::Create((VisVertexAnimSequence_cl*)pTempAnimSequence, VANIMCTRL_LOOP|VSKELANIMCTRL_DEFAULTS, 1.0f, true);
        pVertexAnimDeformer->AddVertexAnimControl(pVertexAnimControl, 1.0f);
        pOwner->SetAnimConfig(pConfig);
        m_bPlayingAnim = true;
        return true;
      }
    }
    // If neither a skeletal nor a vertex animation has been found, report failure
    return false;
  }

  // If both a vertex and a skeletal animation with the given name has been found
  // create a combined config for skeletal and vertex animation.
  VisAnimConfig_cl* pConfig = NULL;
  if ((pAnimSequenceSkeletal) && (pAnimSequenceVertex))
    pConfig = VisAnimConfig_cl::CreateSkeletalVertexConfig(pMesh, &pFinalSkeletalResult, &pVertexAnimDeformer);

  // If it is just a skeletal animation, create a config for it
  if (pAnimSequenceSkeletal)
  {    
    if (!pConfig)
      pConfig = VisAnimConfig_cl::CreateSkeletalConfig(pMesh, &pFinalSkeletalResult);

    // If a skeletal animation has been found create a control for it
    VisSkeletalAnimControl_cl* pSkeletalAnimControl = VisSkeletalAnimControl_cl::Create(pMesh->GetSkeleton(), pAnimSequenceSkeletal, VANIMCTRL_LOOP|VSKELANIMCTRL_DEFAULTS, 1.0f, true);
    // And set it as the input for the final skeletal result
    pFinalSkeletalResult->SetSkeletalAnimInput(pSkeletalAnimControl);
  }

  // If it is just a vertex animation, create a config for it
  if (pAnimSequenceVertex)
  {
    if (!pConfig)
      pConfig = VisAnimConfig_cl::CreateVertexConfig(pMesh, &pVertexAnimDeformer);

    // If a vertex animation has been found create a control for it
    VisVertexAnimControl_cl* pVertexAnimControl = VisVertexAnimControl_cl::Create(pAnimSequenceVertex, VANIMCTRL_LOOP|VSKELANIMCTRL_DEFAULTS, 1.0f, true);
    // And set add it to the vertex anim deformer
    pVertexAnimDeformer->AddVertexAnimControl(pVertexAnimControl, 1.0f);
  }

  // Set the current config
  pOwner->SetAnimConfig(pConfig);

  // Make sure we get the motion delta from the animation
  pOwner->GetAnimConfig()->SetFlags(pOwner->GetAnimConfig()->GetFlags() | APPLY_MOTION_DELTA | MULTITHREADED_ANIMATION);

  // And report success
  m_bPlayingAnim = true;
  return true;
}
コード例 #7
0
void vHavokBehaviorComponent::OnAfterHavokUpdate()
{
	if( m_character == HK_NULL || m_entityOwner == HK_NULL )
	{
		return;
	}

	// Update WFM of skin or override it
	if ( m_useBehaviorWorldFromModel )
	{
		const hkQsTransform& worldFromModel = m_character->getWorldFromModel();

		// Copy the Behavior result into vision
		hkvMat3 visionRotation;
		hkvVec3 visionTranslation;
		vHavokConversionUtils::HkQuatToVisMatrix( worldFromModel.getRotation(), visionRotation );
		vHavokConversionUtils::PhysVecToVisVecWorld( worldFromModel.getTranslation(), visionTranslation );
		m_entityOwner->SetPosition( visionTranslation );
		m_entityOwner->SetRotationMatrix( visionRotation );
	}
	else
	{
		// Override Behavior results.
		// This will currently cause Behavior data being sent to HBT during remote debug to be one frame off.
		// However, the only other solution with the current APIs is to disable motion accumulation on *all*
		// Characters.  A slight delay/offset in the special case of remote debugging in HBT isn't worth that change.
		UpdateHavokTransformFromVision();
	}

	if( m_entityOwner->GetMesh() == HK_NULL || m_entityOwner->GetMesh()->GetSkeleton() == HK_NULL )
	{
		return;
	}

	VisAnimConfig_cl* animConfig = m_entityOwner->GetAnimConfig();
	if( !animConfig )
	{
		return;
	}

	VisAnimFinalSkeletalResult_cl* skeletalResult = animConfig->GetFinalResult();
	if( !skeletalResult )
	{
		return;
	}

	// Try updating the bone index list in case a mesh was added
	if( m_boneIndexList.getSize() == 0 )
	{
		UpdateAnimationAndBoneIndexList();

		// Exit early if there's no bone index list
		if( m_boneIndexList.getSize() == 0 )
		{
			return;
		}
	}

	// Convert pose to Havok model space
	const hkQsTransform* poseLocal = m_character->getPoseLocal();
	hkArray<hkQsTransform> poseModel( m_character->getNumPoseLocal() );
	hkaSkeletonUtils::transformLocalPoseToModelPose( m_character->getNumPoseLocal(), m_character->getSetup()->m_animationSkeleton->m_parentIndices.begin(), poseLocal, poseModel.begin() );
	const hkQsTransform* pose = poseModel.begin();

	float const inverseCharacterScale = 1.0f / m_character->getSetup()->getData()->m_scale;

	// Convert pose to vision units
	VisSkeleton_cl* visionSkeleton = m_entityOwner->GetMesh()->GetSkeleton();

	
	for( int havokBoneIndex = 0; havokBoneIndex < m_character->getNumPoseLocal(); havokBoneIndex++ )
	{
		// Find the bone index
		int visionBoneIndex = m_boneIndexList[havokBoneIndex];
		if( visionBoneIndex != -1 )
		{
			HK_ON_DEBUG( VisSkeletalBone_cl* bone = visionSkeleton->GetBone(visionBoneIndex) );
			HK_ASSERT2(0x68b6649, hkString::strCmp( bone->m_sBoneName.AsChar(), m_character->getSetup()->m_animationSkeleton->m_bones[havokBoneIndex].m_name.cString() ) == 0, "" );

			const hkQsTransform& transform = pose[havokBoneIndex];

			// Convert Havok pose to Vision pose
			hkvQuat quat;
			quat.setIdentity();
			vHavokConversionUtils::HkQuatToVisQuat( transform.getRotation(), quat );
			hkvVec3 scale; vHavokConversionUtils::PhysVecToVisVec_noscale( transform.getScale(), scale );
			hkvVec3 translation; vHavokConversionUtils::PhysVecToVisVecWorld( transform.getTranslation(), translation );

			// Behavior propagates character scale through the skeleton; need to compensate when scaling to Vision
			scale *= inverseCharacterScale;

			// Set the skeletal result
			skeletalResult->SetCustomBoneScaling( visionBoneIndex, scale, VIS_REPLACE_BONE | VIS_OBJECT_SPACE );
			skeletalResult->SetCustomBoneRotation( visionBoneIndex, quat, VIS_REPLACE_BONE | VIS_OBJECT_SPACE );
			skeletalResult->SetCustomBoneTranslation( visionBoneIndex, translation, VIS_REPLACE_BONE | VIS_OBJECT_SPACE );
		}
	}

#if 0

	// Draw skeleton
	for( int i = 0; i < visionSkeleton->GetBoneCount(); i++ )
	{
		VisSkeletalBone_cl* bone = visionSkeleton->GetBone(i);
		if( bone->m_iParentIndex != -1 )
		{
			hkvVec3 translation, subTranslation;
			hkvQuat rotation, subRotation;
			m_entityOwner->GetBoneCurrentWorldSpaceTransformation( i, translation, rotation );
			m_entityOwner->GetBoneCurrentWorldSpaceTransformation( bone->m_iParentIndex, subTranslation, subRotation );

			Vision::Game.DrawSingleLine( translation.x, translation.y, translation.z, subTranslation.x, subTranslation.y, subTranslation.z );
		}
	}

#endif

}