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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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+<title>NeL: NL3D::CSkeletonShape class Reference</title>
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+<h1>NL3D::CSkeletonShape Class Reference</h1><code>#include &lt;<a class="el" href="a06396.html">skeleton_shape.h</a>&gt;</code>
+<p>
+<p>Inheritance diagram for NL3D::CSkeletonShape:
+<p><center><img src="a03402.png" usemap="#NL3D::CSkeletonShape_map" border="0" alt=""></center>
+<map name="NL3D::CSkeletonShape_map">
+<area href="a02539.html" alt="NL3D::IShape" shape="rect" coords="76,112,219,136">
+<area href="a02209.html" alt="NLMISC::CRefCount" shape="rect" coords="0,56,143,80">
+<area href="a02867.html" alt="NLMISC::IStreamable" shape="rect" coords="153,56,296,80">
+<area href="a02540.html" alt="NLMISC::IClassable" shape="rect" coords="153,0,296,24">
+</map>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+a definition of a skeleton. can be instanciated into a <a class="el" href="a03399.html">CSkeletonModel</a>. <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
+Nevrax France </dd></dl>
+<dl compact><dt><b>Date:</b></dt><dd>2001 </dd></dl>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06396.html#l00048">48</a> of file <a class="el" href="a06396.html">skeleton_shape.h</a>.<table border=0 cellpadding=0 cellspacing=0>
+<tr><td></td></tr>
+<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapea0">build</a> (const std::vector&lt; <a class="el" href="a02279.html">CBoneBase</a> &gt; &amp;bones)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapea1">CSkeletonShape</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Constructor. <a href="#NL3D_1_1CSkeletonShapea1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a10">sint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapea2">getBoneIdByName</a> (const std::string &amp;name) const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Return the id of a bone, from it's name. -1 if not present. <a href="#NL3D_1_1CSkeletonShapea2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual std::string&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02540.html#NL3D_1_1ITrackKeyFramer_3_01CKeyVector_01_4a6">getClassName</a> ()=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02539.html#NL3D_1_1IShapea5">getDistMax</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a03403.html">CLod</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapea5">getLod</a> (<a class="el" href="a04558.html#a15">uint</a> lod) const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get lod information. <a href="#NL3D_1_1CSkeletonShapea5"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapea6">getLodForDistance</a> (float dist) const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">retrieve the lod to use for a given distance (log(n)). <a href="#NL3D_1_1CSkeletonShapea6"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapea7">getNumLods</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a04558.html#a14">sint</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02209.html#NLGEORGES_1_1UTypea8">getRefCount</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02539.html#NL3D_1_1IShapea8">profileSceneRender</a> (<a class="el" href="a03325.html">CRenderTrav</a> *rdrTrav, <a class="el" href="a02537.html">CTransformShape</a> *trans, bool opaquePass)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapea10">retrieve</a> (std::vector&lt; <a class="el" href="a02279.html">CBoneBase</a> &gt; &amp;bones) const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02539.html#NL3D_1_1IShapea11">setDistMax</a> (float distMax)</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">From IShape</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapez944_0">clip</a> (const std::vector&lt; <a class="el" href="a03082.html">CPlane</a> &gt; &amp;pyramid, const <a class="el" href="a02851.html">CMatrix</a> &amp;worldMatrix)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">clip this skeleton. <a href="#NL3D_1_1CSkeletonShapez944_0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a02537.html">CTransformShape</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapez944_1">createInstance</a> (<a class="el" href="a03348.html">CScene</a> &amp;scene)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create a <a class="el" href="a03399.html">CSkeletonModel</a>, which contains bones. <a href="#NL3D_1_1CSkeletonShapez944_1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapez944_2">flushTextures</a> (<a class="el" href="a02434.html">IDriver</a> &amp;driver, <a class="el" href="a04558.html#a15">uint</a> selectedTexture)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">flush textures used by this shape. <a href="#NL3D_1_1CSkeletonShapez944_2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapez944_3">getAABBox</a> (<a class="el" href="a02156.html">NLMISC::CAABBox</a> &amp;bbox) const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapez944_4">getNumTriangles</a> (float distance)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get an approximation of the number of triangles this instance will render for a fixed distance. <a href="#NL3D_1_1CSkeletonShapez944_4"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapez944_5">NLMISC_DECLARE_CLASS</a> (<a class="el" href="a03402.html">CSkeletonShape</a>)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">clip this skeleton. <a href="#NL3D_1_1CSkeletonShapez944_5"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapez944_6">render</a> (<a class="el" href="a02434.html">IDriver</a> *drv, <a class="el" href="a02537.html">CTransformShape</a> *trans, bool opaquePass)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapez944_6">render()</a> this skeletonshape in a driver (no-op) <a href="#NL3D_1_1CSkeletonShapez944_6"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShapez944_7">serial</a> (<a class="el" href="a02270.html">NLMISC::IStream</a> &amp;f) throw (NLMISC::EStream)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">serial this skeletonshape. <a href="#NL3D_1_1CSkeletonShapez944_7"></a><br><br></td></tr>
+<tr><td colspan=2><br><h2>Data Fields</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02209.html#NLGEORGES_1_1UTypeo0">crefs</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>CPtrInfo *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02209.html#NLGEORGES_1_1UTypeo1">pinfo</a></td></tr>
+
+<tr><td colspan=2><br><h2>Static Public Attributes</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>CPtrInfo&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02209.html#NLGEORGES_1_1UTypes0">NullPtrInfo</a></td></tr>
+
+<tr><td colspan=2><br><h2>Protected Attributes</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02539.html#NL3D_1_1IShapep0">_DistMax</a></td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Default to -1. <a href="#NL3D_1_1IShapep0"></a><br><br></td></tr>
+<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02156.html">NLMISC::CAABBox</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShaper0">_BBox</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>std::map&lt; std::string, <a class="el" href="a04558.html#a11">uint32</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShaper1">_BoneMap</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a02279.html">CBoneBase</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShaper2">_Bones</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a03403.html">CLod</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a></td></tr>
+
+<tr><td colspan=2><br><h2>Friends</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>struct&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02209.html#NLGEORGES_1_1UTypen0">CPtrInfo</a></td></tr>
+
+</table>
+<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a class="anchor" name="NL3D_1_1CSkeletonShapea1" doxytag="NL3D::CSkeletonShape::CSkeletonShape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CSkeletonShape::CSkeletonShape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Constructor.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06395.html#l00051">51</a> of file <a class="el" href="a06395.html">skeleton_shape.cpp</a>.
+<p>
+References <a class="el" href="a05385.html#l00066">NLMISC::CAABBox::setCenter()</a>, and <a class="el" href="a05385.html#l00069">NLMISC::CAABBox::setSize()</a>.
+<p>
+<div class="fragment"><pre>00052 {
+00053 <span class="comment">// By default for now....</span>
+00054 <span class="comment">// Temp. Have a huge BBox, so clip badly. </span>
+00055 <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper0">_BBox</a>.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxz1902_1">setCenter</a>(CVector(0,0,1.5));
+00056 <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper0">_BBox</a>.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxz1902_4">setSize</a>(CVector(3,3,3));
+00057 }
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a class="anchor" name="NL3D_1_1CSkeletonShapea0" doxytag="NL3D::CSkeletonShape::build" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonShape::build </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::vector&lt; <a class="el" href="a02279.html">CBoneBase</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>bones</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Build a skeletonShape, replacing old. WARNING: bones must be organized in Depth-first order (this is not checked). Bone.LodDisableDistance are minimized such sons have always a distance &lt;= father distance.
+<p>
+Definition at line <a class="el" href="a06395.html#l00072">72</a> of file <a class="el" href="a06395.html">skeleton_shape.cpp</a>.
+<p>
+References <a class="el" href="a05484.html#l00038">min</a>, <a class="el" href="a05981.html#l00099">sint32</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>00073 {
+00074 <a class="code" href="a04558.html#a15">uint</a> i;
+00075
+00076 <span class="comment">// copy bones.</span>
+00077 <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper2">_Bones</a>= bones;
+00078
+00079 <span class="comment">// for all bones</span>
+00080 <span class="keywordflow">for</span>(i=0;i&lt;<a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper2">_Bones</a>.size();i++)
+00081 {
+00082 <span class="comment">// build the map.</span>
+00083 <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper1">_BoneMap</a>[<a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper2">_Bones</a>[i].Name]= i;
+00084 <span class="comment">// validate distances.</span>
+00085 _Bones[i].LodDisableDistance= max(0.f, _Bones[i].LodDisableDistance);
+00086
+00087 <span class="comment">// get fahter dist.</span>
+00088 <a class="code" href="a04558.html#a10">sint32</a> fatherId= _Bones[i].FatherId;
+00089 <span class="comment">// if father exist and is not "always enabled"</span>
+00090 <span class="keywordflow">if</span>(fatherId&gt;=0 &amp;&amp; _Bones[fatherId].LodDisableDistance!=0)
+00091 {
+00092 <span class="keywordtype">float</span> fatherDist= _Bones[fatherId].LodDisableDistance;
+00093 <span class="comment">// I must disable me at least before my father (never after).</span>
+00094 <span class="keywordflow">if</span>(_Bones[i].LodDisableDistance==0)
+00095 _Bones[i].LodDisableDistance= fatherDist;
+00096 <span class="keywordflow">else</span>
+00097 _Bones[i].LodDisableDistance= <a class="code" href="a04061.html#a0">min</a>(_Bones[i].LodDisableDistance, fatherDist);
+00098 }
+00099 }
+00100
+00101 <span class="comment">// build Lod Information.</span>
+00102 <span class="comment">//==============</span>
+00103 <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a>.clear();
+00104
+00105 <span class="comment">// build all distances used.</span>
+00106 set&lt;float&gt; distSet;
+00107 <span class="keywordflow">for</span>(i=0;i&lt;<a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper2">_Bones</a>.size();i++)
+00108 {
+00109 <span class="keywordtype">float</span> dist= <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper2">_Bones</a>[i].LodDisableDistance;
+00110 <span class="comment">// if lod enabled for this bone, add a new distance, or do nothing</span>
+00111 <span class="keywordflow">if</span>(dist&gt;0)
+00112 distSet.insert(dist);
+00113 }
+00114
+00115 <span class="comment">// create a lod for each distance used + 1 (the "dist==0" distance).</span>
+00116 <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a>.resize(distSet.size() + 1);
+00117 <span class="comment">// create the default lod: all bones activated.</span>
+00118 <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a>[0].Distance=0;
+00119 <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a>[0].ActiveBones.resize(<a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper2">_Bones</a>.size(), 0xFF);
+00120
+00121 <span class="comment">// For each lods not 0th.</span>
+00122 set&lt;float&gt;::iterator it= distSet.begin();
+00123 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> j=1; j&lt;<a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a>.size(); j++, it++)
+00124 {
+00125 <span class="keywordtype">float</span> lodDist= *it;
+00126 <span class="comment">// set the distance of activation</span>
+00127 <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a>[j].Distance= lodDist;
+00128 <span class="comment">// resize and default to all enabled.</span>
+00129 <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a>[j].ActiveBones.resize(<a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper2">_Bones</a>.size(), 0xFF);
+00130
+00131 <span class="comment">// Search what lod are to be disabled at this distance.</span>
+00132 <span class="keywordflow">for</span>(i=0;i&lt;<a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper2">_Bones</a>.size();i++)
+00133 {
+00134 <span class="keywordtype">float</span> dist= <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper2">_Bones</a>[i].LodDisableDistance;
+00135 <span class="comment">// if the dist of the lod is greater (or equal) to the disableDist of the bone, </span>
+00136 <span class="comment">// and if the bone is not "always enabled", disable the bone</span>
+00137 <span class="keywordflow">if</span>(lodDist&gt;=dist &amp;&amp; dist!=0 )
+00138 <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a>[j].ActiveBones[i]= 0;
+00139 }
+00140
+00141 }
+00142
+00143 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShapez944_0" doxytag="NL3D::CSkeletonShape::clip" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CSkeletonShape::clip </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::vector&lt; <a class="el" href="a03082.html">CPlane</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>pyramid</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a02851.html">CMatrix</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>worldMatrix</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+clip this skeleton.
+<p>
+
+<p>
+Reimplemented from <a class="el" href="a02539.html#NL3D_1_1IShapea0">NL3D::IShape</a>.
+<p>
+Definition at line <a class="el" href="a06395.html#l00216">216</a> of file <a class="el" href="a06395.html">skeleton_shape.cpp</a>.
+<p>
+References <a class="el" href="a05504.html#l00088">NLMISC::CBSphere::applyTransform()</a>, <a class="el" href="a05505.html#l00048">NLMISC::CBSphere::Center</a>, <a class="el" href="a05385.html#l00090">NLMISC::CAABBox::getCenter()</a>, <a class="el" href="a05385.html#l00096">NLMISC::CAABBox::getRadius()</a>, <a class="el" href="a05505.html#l00049">NLMISC::CBSphere::Radius</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+<div class="fragment"><pre>00217 {
+00218 <span class="comment">// Speed Clip: clip just the sphere.</span>
+00219 <a class="code" href="a02291.html">CBSphere</a> localSphere(<a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper0">_BBox</a>.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxz1904_0">getCenter</a>(), <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper0">_BBox</a>.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxz1904_6">getRadius</a>());
+00220 <a class="code" href="a02291.html">CBSphere</a> worldSphere;
+00221
+00222 <span class="comment">// transform the sphere in WorldMatrix (with nearly good scale info).</span>
+00223 localSphere.<a class="code" href="a02291.html#NLMISC_1_1CBSpherez1929_0">applyTransform</a>(worldMatrix, worldSphere);
+00224
+00225 <span class="comment">// if out of only plane, entirely out.</span>
+00226 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)pyramid.size();i++)
+00227 {
+00228 <span class="comment">// We are sure that pyramid has normalized plane normals.</span>
+00229 <span class="comment">// if SpherMax OUT return false.</span>
+00230 <span class="keywordtype">float</span> d= pyramid[i]*worldSphere.<a class="code" href="a02291.html#NLMISC_1_1CBSphereo0">Center</a>;
+00231 <span class="keywordflow">if</span>(d&gt;worldSphere.<a class="code" href="a02291.html#NLMISC_1_1CBSphereo1">Radius</a>)
+00232 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+00233 }
+00234
+00235 <span class="keywordflow">return</span> <span class="keyword">true</span>;
+00236 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShapez944_1" doxytag="NL3D::CSkeletonShape::createInstance" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02537.html">CTransformShape</a> * NL3D::CSkeletonShape::createInstance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03348.html">CScene</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>scene</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Create a <a class="el" href="a03399.html">CSkeletonModel</a>, which contains bones.
+<p>
+
+<p>
+Reimplemented from <a class="el" href="a02539.html#NL3D_1_1IShapea1">NL3D::IShape</a>.
+<p>
+Definition at line <a class="el" href="a06395.html#l00154">154</a> of file <a class="el" href="a06395.html">skeleton_shape.cpp</a>.
+<p>
+References <a class="el" href="a06394.html#l00098">NL3D::CSkeletonModel::Bones</a>, <a class="el" href="a06348.html#l01004">NL3D::CScene::createModel()</a>, <a class="el" href="a06393.html#l00165">NL3D::CSkeletonModel::initBoneUsages()</a>, <a class="el" href="a06568.html#l00522">NL3D::CTransform::setLoadBalancingGroup()</a>, <a class="el" href="a06571.html#l00072">NL3D::CTransformShape::Shape</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+<div class="fragment"><pre>00155 {
+00156 <span class="comment">// Create a CSkeletonModel, an instance of a mesh.</span>
+00157 <span class="comment">//===============================================</span>
+00158 CSkeletonModel *sm= (CSkeletonModel*)scene.createModel(NL3D::SkeletonModelId);
+00159 sm-&gt;Shape= <span class="keyword">this</span>;
+00160
+00161 <span class="comment">// setup bones.</span>
+00162 <span class="comment">//=================</span>
+00163 sm-&gt;Bones.reserve(<a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper2">_Bones</a>.size());
+00164 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper2">_Bones</a>.size();i++)
+00165 {
+00166 <span class="comment">// Append a new bone.</span>
+00167 sm-&gt;Bones.push_back( CBone(&amp;_Bones[i]) );
+00168
+00169 <span class="comment">// Must set the Animatable father of the bone (the skeleton model!).</span>
+00170 sm-&gt;Bones[i].setFather(sm, CSkeletonModel::OwnerBit);
+00171 }
+00172
+00173 <span class="comment">// Must create and init skeleton bone usage to 0.</span>
+00174 sm-&gt;initBoneUsages();
+00175
+00176 <span class="comment">// For skinning: setup skeleton in Skin LoadBalancing group</span>
+00177 sm-&gt;setLoadBalancingGroup(<span class="stringliteral">"Skin"</span>);
+00178
+00179 <span class="keywordflow">return</span> sm;
+00180 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShapez944_2" doxytag="NL3D::CSkeletonShape::flushTextures" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::CSkeletonShape::flushTextures </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02434.html">IDriver</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>driver</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>selectedTexture</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+flush textures used by this shape.
+<p>
+
+<p>
+Implements <a class="el" href="a02539.html#NL3D_1_1IShapea2">NL3D::IShape</a>.
+<p>
+Definition at line <a class="el" href="a06396.html#l00110">110</a> of file <a class="el" href="a06396.html">skeleton_shape.h</a>.
+<p>
+References <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>00110 {};
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShapez944_3" doxytag="NL3D::CSkeletonShape::getAABBox" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonShape::getAABBox </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02156.html">NLMISC::CAABBox</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>bbox</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return the bounding box of the shape. Default is to return Null bbox.
+<p>
+Reimplemented from <a class="el" href="a02539.html#NL3D_1_1IShapea3">NL3D::IShape</a>.
+<p>
+Definition at line <a class="el" href="a06395.html#l00240">240</a> of file <a class="el" href="a06395.html">skeleton_shape.cpp</a>.
+<p>
+<div class="fragment"><pre>00241 {
+00242 bbox= <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper0">_BBox</a>;
+00243 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShapea2" doxytag="NL3D::CSkeletonShape::getBoneIdByName" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a10">sint32</a> NL3D::CSkeletonShape::getBoneIdByName </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>name</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Return the id of a bone, from it's name. -1 if not present.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06395.html#l00061">61</a> of file <a class="el" href="a06395.html">skeleton_shape.cpp</a>.
+<p>
+References <a class="el" href="a05981.html#l00099">sint32</a>.
+<p>
+Referenced by <a class="el" href="a06393.html#l00629">NL3D::CSkeletonModel::getBoneIdByName()</a>.
+<p>
+<div class="fragment"><pre>00062 {
+00063 std::map&lt;std::string, uint32&gt;::const_iterator it= <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper1">_BoneMap</a>.find(name);
+00064 <span class="keywordflow">if</span>(it==<a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper1">_BoneMap</a>.end())
+00065 <span class="keywordflow">return</span> -1;
+00066 <span class="keywordflow">else</span>
+00067 <span class="keywordflow">return</span> it-&gt;second;
+00068 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1ITrackKeyFramer_3_01CKeyVector_01_4a6" doxytag="NL3D::CSkeletonShape::getClassName" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual std::string NLMISC::IClassable::getClassName </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual, inherited]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="a02995.html#NLAIAGENT_1_1CNumericIndexz1699_0">NLAIAGENT::CNumericIndex</a>, <a class="el" href="a02145.html#NLAIAGENT_1_1VectorTypez1764_0">NLAIC::IPointerGestion</a>, <a class="el" href="a02650.html#NLAIC_1_1CIdentTypez1766_0">NLAIC::CIdentType</a>, and <a class="el" href="a02241.html#CAutomataDescz1896_0">CAutomataDesc</a>.
+<p>
+Referenced by <a class="el" href="a05549.html#l00091">NLMISC::CClassRegistry::checkObject()</a>, and <a class="el" href="a06525.html#l00039">NL3D::GetTextureSize()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1IShapea5" doxytag="NL3D::CSkeletonShape::getDistMax" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::IShape::getDistMax </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline, inherited]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return the DistMax where the shape is no more displayed. Default is to return -1, meaning DistMax = infinite.
+<p>
+Definition at line <a class="el" href="a06377.html#l00112">112</a> of file <a class="el" href="a06377.html">shape.h</a>.
+<p>
+<div class="fragment"><pre>00112 {<span class="keywordflow">return</span> <a class="code" href="a02539.html#NL3D_1_1IShapep0">_DistMax</a>;}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShapea5" doxytag="NL3D::CSkeletonShape::getLod" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="a03403.html">CLod</a>&amp; NL3D::CSkeletonShape::getLod </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>lod</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get lod information.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06396.html#l00119">119</a> of file <a class="el" href="a06396.html">skeleton_shape.h</a>.
+<p>
+References <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+Referenced by <a class="el" href="a06393.html#l00658">NL3D::CSkeletonModel::traverseAnimDetail()</a>, and <a class="el" href="a06393.html#l00280">NL3D::CSkeletonModel::updateBoneToCompute()</a>.
+<p>
+<div class="fragment"><pre>00119 {<span class="keywordflow">return</span> <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a>[lod];}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShapea6" doxytag="NL3D::CSkeletonShape::getLodForDistance" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CSkeletonShape::getLodForDistance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>dist</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+retrieve the lod to use for a given distance (log(n)).
+<p>
+
+<p>
+Definition at line <a class="el" href="a06395.html#l00247">247</a> of file <a class="el" href="a06395.html">skeleton_shape.cpp</a>.
+<p>
+References <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+Referenced by <a class="el" href="a06393.html#l00658">NL3D::CSkeletonModel::traverseAnimDetail()</a>.
+<p>
+<div class="fragment"><pre>00248 {
+00249 <a class="code" href="a04558.html#a15">uint</a> start=0;
+00250 <a class="code" href="a04558.html#a15">uint</a> end= <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a>.size();
+00251 <span class="comment">// find lower_bound by dichotomy</span>
+00252 <span class="keywordflow">while</span>(end-1&gt;start)
+00253 {
+00254 <a class="code" href="a04558.html#a15">uint</a> pivot= (end+start)/2;
+00255 <span class="comment">// return the lower_bound, ie return first start with _Lods[pivot].Distance&lt;=dist</span>
+00256 <span class="keywordflow">if</span>(<a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a>[pivot].Distance &lt;= dist)
+00257 start= pivot;
+00258 <span class="keywordflow">else</span>
+00259 end= pivot;
+00260 }
+00261
+00262 <span class="keywordflow">return</span> start;
+00263 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShapea7" doxytag="NL3D::CSkeletonShape::getNumLods" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CSkeletonShape::getNumLods </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06396.html#l00120">120</a> of file <a class="el" href="a06396.html">skeleton_shape.h</a>.
+<p>
+References <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+Referenced by <a class="el" href="a06393.html#l00658">NL3D::CSkeletonModel::traverseAnimDetail()</a>, and <a class="el" href="a06393.html#l00280">NL3D::CSkeletonModel::updateBoneToCompute()</a>.
+<p>
+<div class="fragment"><pre>00120 {<span class="keywordflow">return</span> <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a>.size();}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShapez944_4" doxytag="NL3D::CSkeletonShape::getNumTriangles" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSkeletonShape::getNumTriangles </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>distance</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get an approximation of the number of triangles this instance will render for a fixed distance.
+<p>
+
+<p>
+Implements <a class="el" href="a02539.html#NL3D_1_1IShapez900_0">NL3D::IShape</a>.
+<p>
+Definition at line <a class="el" href="a06395.html#l00208">208</a> of file <a class="el" href="a06395.html">skeleton_shape.cpp</a>.
+<p>
+<div class="fragment"><pre>00209 {
+00210 <span class="comment">// No polygons</span>
+00211 <span class="keywordflow">return</span> 0;
+00212 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NLGEORGES_1_1UTypea8" doxytag="NL3D::CSkeletonShape::getRefCount" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="a04558.html#a14">sint</a>&amp; NLMISC::CRefCount::getRefCount </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline, inherited]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06402.html#l00070">70</a> of file <a class="el" href="a06402.html">smart_ptr.h</a>.
+<p>
+References <a class="el" href="a06402.html#l00079">NLMISC::CRefCount::crefs</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+<div class="fragment"><pre>00071 {
+00072 <span class="keywordflow">return</span> <a class="code" href="a02209.html#NLGEORGES_1_1UTypeo0">crefs</a>;
+00073 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShapez944_5" doxytag="NL3D::CSkeletonShape::NLMISC_DECLARE_CLASS" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CSkeletonShape::NLMISC_DECLARE_CLASS </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03402.html">CSkeletonShape</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+clip this skeleton.
+<p>
+ </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1IShapea8" doxytag="NL3D::CSkeletonShape::profileSceneRender" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::IShape::profileSceneRender </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03325.html">CRenderTrav</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>rdrTrav</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02537.html">CTransformShape</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>trans</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap> <em>opaquePass</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, virtual, inherited]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Profiling. Called in RenderPass if Current Frame profiled. No-Op by default Informations must be added in rdrTrav-&gt;Scene
+<p>
+Reimplemented in <a class="el" href="a02857.html#NL3D_1_1CMeshz405_5">NL3D::CMesh</a>, <a class="el" href="a02891.html#NL3D_1_1CMeshMRMz493_5">NL3D::CMeshMRM</a>, <a class="el" href="a02900.html#NL3D_1_1CMeshMRMSkinnedz525_5">NL3D::CMeshMRMSkinned</a>, and <a class="el" href="a02910.html#NL3D_1_1CMeshMultiLodz537_4">NL3D::CMeshMultiLod</a>.
+<p>
+Definition at line <a class="el" href="a06377.html#l00123">123</a> of file <a class="el" href="a06377.html">shape.h</a>.
+<p>
+<div class="fragment"><pre>00123 {}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShapez944_6" doxytag="NL3D::CSkeletonShape::render" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::CSkeletonShape::render </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02434.html">IDriver</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>drv</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02537.html">CTransformShape</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>trans</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap> <em>opaquePass</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<a class="el" href="a03402.html#NL3D_1_1CSkeletonShapez944_6">render()</a> this skeletonshape in a driver (no-op)
+<p>
+
+<p>
+Implements <a class="el" href="a02539.html#NL3D_1_1IShapea9">NL3D::IShape</a>.
+<p>
+Definition at line <a class="el" href="a06396.html#l00094">94</a> of file <a class="el" href="a06396.html">skeleton_shape.h</a>.
+<p>
+<div class="fragment"><pre>00095 {
+00096 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShapea10" doxytag="NL3D::CSkeletonShape::retrieve" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonShape::retrieve </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">std::vector&lt; <a class="el" href="a02279.html">CBoneBase</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>bones</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Retrieve Bones Information.
+<p>
+Definition at line <a class="el" href="a06395.html#l00147">147</a> of file <a class="el" href="a06395.html">skeleton_shape.cpp</a>.
+<p>
+<div class="fragment"><pre>00148 {
+00149 bones= <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper2">_Bones</a>;
+00150 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShapez944_7" doxytag="NL3D::CSkeletonShape::serial" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonShape::serial </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02270.html">NLMISC::IStream</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>f</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> throw (<a class="el" href="a03781.html">NLMISC::EStream</a>)<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+serial this skeletonshape.
+<p>
+
+<p>
+Implements <a class="el" href="a02867.html#NL3D_1_1ITrackDefaulta6">NLMISC::IStreamable</a>.
+<p>
+Definition at line <a class="el" href="a06395.html#l00183">183</a> of file <a class="el" href="a06395.html">skeleton_shape.cpp</a>.
+<p>
+References <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+<div class="fragment"><pre>00184 {
+00185 <span class="comment">/*</span>
+00186 <span class="comment"> Version 1:</span>
+00187 <span class="comment"> - _Lods.</span>
+00188 <span class="comment"> */</span>
+00189 <a class="code" href="a04558.html#a14">sint</a> ver= f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_8">serialVersion</a>(1);
+00190
+00191 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(_Bones);
+00192 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(_BoneMap);
+00193
+00194 <span class="keywordflow">if</span>(ver&gt;=1)
+00195 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(_Lods);
+00196 <span class="keywordflow">else</span>
+00197 {
+00198 <span class="comment">// create a skeleton shape with bones activated all the time</span>
+00199 <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a>.resize(1);
+00200 <span class="comment">// create the default lod: all bones activated.</span>
+00201 <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a>[0].Distance=0;
+00202 <a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper3">_Lods</a>[0].ActiveBones.resize(<a class="code" href="a03402.html#NL3D_1_1CSkeletonShaper2">_Bones</a>.size(), 0xFF);
+00203 }
+00204 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1IShapea11" doxytag="NL3D::CSkeletonShape::setDistMax" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::IShape::setDistMax </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>distMax</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [inherited]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+setup the DistMax where the shape is no more displayed. Take effect only for the next created instances. setting &lt;0 means -1 and so means DistMax = infinite.
+<p>
+Definition at line <a class="el" href="a06376.html#l00066">66</a> of file <a class="el" href="a06376.html">shape.cpp</a>.
+<p>
+Referenced by <a class="el" href="a05714.html#l00039">NL3D::CFlareShape::CFlareShape()</a>.
+<p>
+<div class="fragment"><pre>00067 {
+00068 <a class="code" href="a02539.html#NL3D_1_1IShapep0">_DistMax</a>= distMax;
+00069 <span class="comment">// normalize infinite setup.</span>
+00070 <span class="keywordflow">if</span>(distMax&lt;0)
+00071 <a class="code" href="a02539.html#NL3D_1_1IShapep0">_DistMax</a>= -1;
+00072 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1IShapez904_0" doxytag="NL3D::CSkeletonShape::supportMeshBlockRendering" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a02879.html">IMeshGeom</a>* NL3D::IShape::supportMeshBlockRendering </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02537.html">CTransformShape</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>trans</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>float &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>polygonCount</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"> const<code> [inline, virtual, inherited]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return !NULL if this shape can support MeshBlock rendering for a special instance. NB: Mesh Block render cannot occurs if the Mesh is Skinned/MeshMorphed. NB: Mesh Block render can occurs only in Opaque pass NB: Mesh block render can occurs only for <a class="el" href="a02858.html">CMeshBase</a> meshes. <dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>trans</em>&nbsp;</td><td>the instance to take into account (meshMultiLod may return NULL in blend transition). </td></tr>
+ <tr><td valign=top><em>polygonCount</em>&nbsp;</td><td>the number of polygons to render for the meshGeom returned </td></tr>
+ </table>
+</dl>
+<dl compact><dt><b>Returns:</b></dt><dd>the meshgeom to render per block if OK, else NULL (default)</dd></dl>
+
+<p>
+Reimplemented in <a class="el" href="a02857.html#NL3D_1_1CMeshz409_0">NL3D::CMesh</a>, <a class="el" href="a02891.html#NL3D_1_1CMeshMRMz497_0">NL3D::CMeshMRM</a>, <a class="el" href="a02900.html#NL3D_1_1CMeshMRMSkinnedz529_0">NL3D::CMeshMRMSkinned</a>, and <a class="el" href="a02910.html#NL3D_1_1CMeshMultiLodz539_0">NL3D::CMeshMultiLod</a>.
+<p>
+Definition at line <a class="el" href="a06377.html#l00158">158</a> of file <a class="el" href="a06377.html">shape.h</a>.
+<p>
+<div class="fragment"><pre>00158 {<span class="keywordflow">return</span> NULL;}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1IShapez902_0" doxytag="NL3D::CSkeletonShape::useLightingLocalAttenuation" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::IShape::useLightingLocalAttenuation </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline, virtual, inherited]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+tells if the shape wants LocalAttenuation for RealTime lighting. Default is false
+<p>
+Reimplemented in <a class="el" href="a02858.html#NL3D_1_1CMeshMultiLoda14">NL3D::CMeshBase</a>.
+<p>
+Definition at line <a class="el" href="a06377.html#l00142">142</a> of file <a class="el" href="a06377.html">shape.h</a>.
+<p>
+<div class="fragment"><pre>00142 {<span class="keywordflow">return</span> <span class="keyword">false</span>;}
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Friends And Related Function Documentation</h2>
+<a class="anchor" name="NLGEORGES_1_1UTypen0" doxytag="NL3D::CSkeletonShape::CPtrInfo" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> friend struct CPtrInfo<code> [friend, inherited]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06402.html#l00067">67</a> of file <a class="el" href="a06402.html">smart_ptr.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Field Documentation</h2>
+<a class="anchor" name="NL3D_1_1CSkeletonShaper0" doxytag="NL3D::CSkeletonShape::_BBox" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02156.html">NLMISC::CAABBox</a> <a class="el" href="a03402.html#NL3D_1_1CSkeletonShaper0">NL3D::CSkeletonShape::_BBox</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06396.html#l00126">126</a> of file <a class="el" href="a06396.html">skeleton_shape.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShaper1" doxytag="NL3D::CSkeletonShape::_BoneMap" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::map&lt;std::string, <a class="el" href="a04558.html#a11">uint32</a>&gt; <a class="el" href="a03402.html#NL3D_1_1CSkeletonShaper1">NL3D::CSkeletonShape::_BoneMap</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06396.html#l00125">125</a> of file <a class="el" href="a06396.html">skeleton_shape.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShaper2" doxytag="NL3D::CSkeletonShape::_Bones" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a02279.html">CBoneBase</a>&gt; <a class="el" href="a03402.html#NL3D_1_1CSkeletonShaper2">NL3D::CSkeletonShape::_Bones</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06396.html#l00124">124</a> of file <a class="el" href="a06396.html">skeleton_shape.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1IShapep0" doxytag="NL3D::CSkeletonShape::_DistMax" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float <a class="el" href="a02539.html#NL3D_1_1IShapep0">NL3D::IShape::_DistMax</a><code> [protected, inherited]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Default to -1.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06377.html#l00165">165</a> of file <a class="el" href="a06377.html">shape.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSkeletonShaper3" doxytag="NL3D::CSkeletonShape::_Lods" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a03403.html">CLod</a>&gt; <a class="el" href="a03402.html#NL3D_1_1CSkeletonShaper3">NL3D::CSkeletonShape::_Lods</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06396.html#l00128">128</a> of file <a class="el" href="a06396.html">skeleton_shape.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NLGEORGES_1_1UTypeo0" doxytag="NL3D::CSkeletonShape::crefs" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a14">sint</a> <a class="el" href="a02209.html#NLGEORGES_1_1UTypeo0">NLMISC::CRefCount::crefs</a><code> [mutable, inherited]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06402.html#l00079">79</a> of file <a class="el" href="a06402.html">smart_ptr.h</a>.
+<p>
+Referenced by <a class="el" href="a06402.html#l00085">NLMISC::CRefCount::CRefCount()</a>, <a class="el" href="a06402.html#l00070">NLMISC::CRefCount::getRefCount()</a>, and <a class="el" href="a06403.html#l00044">NLMISC::CRefCount::~CRefCount()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NLGEORGES_1_1UTypes0" doxytag="NL3D::CSkeletonShape::NullPtrInfo" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03320.html">CRefCount::CPtrInfo</a> <a class="el" href="a02209.html#NLGEORGES_1_1UTypes0">NLMISC::CRefCount::NullPtrInfo</a><code> [static, inherited]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Referenced by <a class="el" href="a06402.html#l00085">NLMISC::CRefCount::CRefCount()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NLGEORGES_1_1UTypeo1" doxytag="NL3D::CSkeletonShape::pinfo" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CPtrInfo* <a class="el" href="a02209.html#NLGEORGES_1_1UTypeo1">NLMISC::CRefCount::pinfo</a><code> [mutable, inherited]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06402.html#l00080">80</a> of file <a class="el" href="a06402.html">smart_ptr.h</a>.
+<p>
+Referenced by <a class="el" href="a06402.html#l00085">NLMISC::CRefCount::CRefCount()</a>, and <a class="el" href="a06403.html#l00044">NLMISC::CRefCount::~CRefCount()</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following files:<ul>
+<li><a class="el" href="a06396.html">skeleton_shape.h</a><li><a class="el" href="a06395.html">skeleton_shape.cpp</a></ul>
+<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 07:46:19 2004 for NeL by
+<a href="http://www.doxygen.org/index.html">
+<img src="doxygen.png" alt="doxygen" align="middle" border=0 >
+</a>1.3.6 </small></address>
+</body>
+</html>