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diff --git a/docs/doxygen/nel/a03945.html b/docs/doxygen/nel/a03945.html new file mode 100644 index 00000000..a78aa1ff --- /dev/null +++ b/docs/doxygen/nel/a03945.html @@ -0,0 +1,3673 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> +<html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> +<title>NeL: NL3D::USkeleton class Reference</title> +<link href="doxygen.css" rel="stylesheet" type="text/css"> +</head><body> +<!-- Generated by Doxygen 1.3.6 --> +<div class="qindex"> <form class="search" action="search.php" method="get"> +<a class="qindex" href="main.html">Main Page</a> | <a class="qindex" href="namespaces.html">Namespace List</a> | <a class="qindex" href="hierarchy.html">Class Hierarchy</a> | <a class="qindex" href="classes.html">Alphabetical List</a> | <a class="qindex" href="annotated.html">Data Structures</a> | <a class="qindex" href="files.html">File List</a> | <a class="qindex" href="namespacemembers.html">Namespace Members</a> | <a class="qindex" href="functions.html">Data Fields</a> | <a class="qindex" href="globals.html">Globals</a> | <a class="qindex" href="pages.html">Related Pages</a> | <span class="search"><u>S</u>earch for <input class="search" type="text" name="query" value="" size="20" accesskey="s"/></span></form></div> +<h1>NL3D::USkeleton Class Reference</h1><code>#include <<a class="el" href="a06629.html">u_skeleton.h</a>></code> +<p> +<p>Inheritance diagram for NL3D::USkeleton: +<p><center><img src="a03945.png" usemap="#NL3D::USkeleton_map" border="0" alt=""></center> +<map name="NL3D::USkeleton_map"> +<area href="a02321.html" alt="NL3D::UTransform" shape="rect" coords="0,56,139,80"> +<area href="a02282.html" alt="NL3D::UTransformable" shape="rect" coords="0,0,139,24"> +<area href="a03404.html" alt="NL3D::CSkeletonUser" shape="rect" coords="0,168,139,192"> +</map> +<hr><a name="_details"></a><h2>Detailed Description</h2> +Game interface for manipulating Skeleton. <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="a06629.html#l00050">50</a> of file <a class="el" href="a06629.html">u_skeleton.h</a>.<table border=0 cellpadding=0 cellspacing=0> +<tr><td></td></tr> +<tr><td colspan=2><br><h2>Public Types</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>enum </td><td class="memItemRight" valign=bottom><a class="el" href="a02282.html#NL3D_1_1UTransformablew4">TTransformMode</a> { <a class="el" href="a02282.html#NL3D_1_1UTransformablew4NL3D_1_1UTransformablew0">DirectMatrix</a> = 0, +<a class="el" href="a02282.html#NL3D_1_1UTransformablew4NL3D_1_1UTransformablew1">RotEuler</a>, +<a class="el" href="a02282.html#NL3D_1_1UTransformablew4NL3D_1_1UTransformablew2">RotQuat</a>, +<a class="el" href="a02282.html#NL3D_1_1UTransformablew4NL3D_1_1UTransformablew3">TransformModeCount</a> + }</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>enum </td><td class="memItemRight" valign=bottom><a class="el" href="a02321.html#NL3D_1_1UTransformw8">TVisibility</a> { <a class="el" href="a02321.html#NL3D_1_1UTransformw8NL3D_1_1UTransformw5">Show</a> = 0, +<a class="el" href="a02321.html#NL3D_1_1UTransformw8NL3D_1_1UTransformw2">Hide</a>, +<a class="el" href="a02321.html#NL3D_1_1UTransformw8NL3D_1_1UTransformw1">Herit</a>, +<a class="el" href="a02321.html#NL3D_1_1UTransformw8NL3D_1_1UTransformw9">VisibilityCount</a> + }</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">The visibility flag. In the root case, Herit means Show. <a href="#NL3D_1_1UTransformw8">More...</a><br><br></td></tr> +<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool </td><td class="memItemRight" valign=bottom><a class="el" href="a02321.html#NL3D_1_1UTransforma0">getForceClipRoot</a> () const=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool </td><td class="memItemRight" valign=bottom><a class="el" href="a02321.html#NL3D_1_1UTransforma1">getLastClippedState</a> () const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Return true if the object was rendered during the last Scene->rendere(). return false else (ie clipped). <a href="#NL3D_1_1UTransforma1"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a02321.html#NL3D_1_1UTransforma2">getLastParentClusters</a> (std::vector< <a class="el" href="a02362.html">CCluster</a> * > &clusters) const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Fill a list of cluster that contain this tranform. This is valid after the clip traversal. <a href="#NL3D_1_1UTransforma2"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual const <a class="el" href="a02851.html">CMatrix</a> & </td><td class="memItemRight" valign=bottom><a class="el" href="a02321.html#NL3D_1_1UTransforma3">getLastWorldMatrixComputed</a> () const=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool </td><td class="memItemRight" valign=bottom><a class="el" href="a02321.html#NL3D_1_1UTransforma4">getLastWorldVisState</a> () const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Return true if the object was determined as Visible in Hrc during the last Scene->rendere(). NB: interesting only if Herit. else can use <a class="el" href="a02321.html#NL3D_1_1UTransformz1580_1">getVisibility()</a>. <a href="#NL3D_1_1UTransforma4"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a02321.html#NL3D_1_1UTransforma5">getOrderingLayer</a> () const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Get the ordering layer. <a href="#NL3D_1_1UTransforma5"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a02321.html#NL3D_1_1UTransforma6">setForceClipRoot</a> (bool forceClipRoot)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a02321.html#NL3D_1_1UTransforma7">setLogicInfo</a> (<a class="el" href="a03863.html">ILogicInfo</a> *logicInfo)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a02321.html#NL3D_1_1UTransforma8">setOrderingLayer</a> (<a class="el" href="a04558.html#a15">uint</a> layer)=0</td></tr> + +<tr><td colspan="2"><div class="groupHeader">Skin operation.</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1550_0">bindSkin</a> (<a class="el" href="a03047.html">UInstance</a> *mi)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1550_1">detachSkeletonSon</a> (<a class="el" href="a02321.html">UTransform</a> *mi)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1550_2">stickObject</a> (<a class="el" href="a02321.html">UTransform</a> *mi, <a class="el" href="a04558.html#a15">uint</a> boneId)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1550_3">stickObjectEx</a> (<a class="el" href="a02321.html">UTransform</a> *mi, <a class="el" href="a04558.html#a15">uint</a> boneId, bool forceCLod)=0</td></tr> + +<tr><td colspan="2"><div class="groupHeader">Bone Lod interaction / MRM</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1554_0">changeMRMDistanceSetup</a> (float distanceFinest, float distanceMiddle, float distanceCoarsest)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1554_1">getInterpolationDistance</a> () const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">see <a class="el" href="a03945.html#NL3D_1_1USkeletonz1554_4">setInterpolationDistance()</a> <a href="#NL3D_1_1USkeletonz1554_1"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1554_2">getNumBoneComputed</a> () const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">return the number of bones currently animated/computed (because of <a class="el" href="a03945.html#NL3D_1_1USkeletonz1550_0">bindSkin()</a>/stickObject() / Lod system). <a href="#NL3D_1_1USkeletonz1554_2"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1554_3">getShapeDistMax</a> () const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">see <a class="el" href="a03945.html#NL3D_1_1USkeletonz1554_5">setShapeDistMax()</a> <a href="#NL3D_1_1USkeletonz1554_3"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1554_4">setInterpolationDistance</a> (float dist)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1554_5">setShapeDistMax</a> (float distMax)=0</td></tr> + +<tr><td colspan="2"><div class="groupHeader">Misc.</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1558_0">computeCurrentBBox</a> (<a class="el" href="a02156.html">NLMISC::CAABBox</a> &bbox, <a class="el" href="a03089.html">UPlayList</a> *playList, double playTime=0, bool forceCompute=false, bool computeInWorld=false)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1558_1">computeRenderedBBox</a> (<a class="el" href="a02156.html">NLMISC::CAABBox</a> &bbox, bool computeInWorld=false)=0</td></tr> + +<tr><td colspan="2"><div class="groupHeader">CLod / Character Lod</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1556_0">computeLodTexture</a> ()=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1556_1">getLodCharacterAnimId</a> () const=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1556_2">getLodCharacterAnimTime</a> () const=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1556_3">getLodCharacterDistance</a> () const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">see setLodCharacterDistance. 0 if disabled <a href="#NL3D_1_1USkeletonz1556_3"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a14">sint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1556_4">getLodCharacterShape</a> () const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">see setLodCharacterShape <a href="#NL3D_1_1USkeletonz1556_4"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1556_5">getLodCharacterWrapMode</a> () const=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1556_6">isDisplayedAsLodCharacter</a> () const=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1556_7">setLodCharacterAnimId</a> (<a class="el" href="a04558.html#a15">uint</a> animId)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Change/get the Character Lod anim setup. <a href="#NL3D_1_1USkeletonz1556_7"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1556_8">setLodCharacterAnimTime</a> (<a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> time)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1556_9">setLodCharacterDistance</a> (float dist)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1556_10">setLodCharacterShape</a> (<a class="el" href="a04558.html#a14">sint</a> shapeId)=0</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1556_11">setLodCharacterWrapMode</a> (bool wrapMode)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">tells if the animation must loop or clamp. <a href="#NL3D_1_1USkeletonz1556_11"></a><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Bone access.</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1552_0">forceComputeBone</a> (<a class="el" href="a04558.html#a15">uint</a> boneId)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Force to compute a bone, even if object clipped. false if boneId is invalid. <a href="#NL3D_1_1USkeletonz1552_0"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03922.html">UBone</a> & </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1552_1">getBone</a> (<a class="el" href="a04558.html#a15">uint</a> boneId)=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">retrieve the bone. nlerror if not here. (>=getNumBones()) <a href="#NL3D_1_1USkeletonz1552_1"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a14">sint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1552_2">getBoneIdByName</a> (const std::string &boneName) const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">retrieve the bone Id, by his name. -1 if not found. <a href="#NL3D_1_1USkeletonz1552_2"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1552_3">getNumBones</a> () const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">retrieve the number of bones. <a href="#NL3D_1_1USkeletonz1552_3"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1552_4">isBoneComputed</a> (<a class="el" href="a04558.html#a15">uint</a> boneId) const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Tell if a bone has been computed in the last frame or not. false if boneId is invalid. <a href="#NL3D_1_1USkeletonz1552_4"></a><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">AnimCtrl (IK...)</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03836.html">IAnimCtrl</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1560_0">getBoneAnimCtrl</a> (<a class="el" href="a04558.html#a15">uint</a> boneId) const=0</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">return NULL if bad BoneId <a href="#NL3D_1_1USkeletonz1560_0"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1560_1">setBoneAnimCtrl</a> (<a class="el" href="a04558.html#a15">uint</a> boneId, <a class="el" href="a03836.html">IAnimCtrl</a> *ctrl)=0</td></tr> + +<tr><td colspan=2><br><h2>Protected Member Functions</h2></td></tr> +<tr><td colspan="2"><div class="groupHeader">Object</div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top> </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1548_0">USkeleton</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>virtual </td><td class="memItemRight" valign=bottom><a class="el" href="a03945.html#NL3D_1_1USkeletonz1548_1">~USkeleton</a> ()</td></tr> + +</table> +<hr><h2>Member Enumeration Documentation</h2> +<a class="anchor" name="NL3D_1_1UTransformablew4" doxytag="NL3D::USkeleton::TTransformMode" ></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"> enum <a class="el" href="a02282.html#NL3D_1_1UTransformablew4">NL3D::UTransformable::TTransformMode</a><code> [inherited]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +<dl compact><dt><b>Enumeration values: </b></dt><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UTransformablew4NL3D_1_1UTransformablew0" doxytag="DirectMatrix" ></a>DirectMatrix</em> </td><td> +</td></tr> +<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UTransformablew4NL3D_1_1UTransformablew1" doxytag="RotEuler" ></a>RotEuler</em> </td><td> +</td></tr> +<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UTransformablew4NL3D_1_1UTransformablew2" doxytag="RotQuat" ></a>RotQuat</em> </td><td> +</td></tr> +<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UTransformablew4NL3D_1_1UTransformablew3" doxytag="TransformModeCount" ></a>TransformModeCount</em> </td><td> +</td></tr> +</table> +</dl> + +<p> +Definition at line <a class="el" href="a06635.html#l00066">66</a> of file <a class="el" href="a06635.html">u_transformable.h</a>. +<p> +<div class="fragment"><pre>00067 { +00068 <a class="code" href="a02282.html#NL3D_1_1UTransformablew4NL3D_1_1UTransformablew0">DirectMatrix</a>=0, <span class="comment">// DirectMatrixMode .</span> +00069 <a class="code" href="a02282.html#NL3D_1_1UTransformablew4NL3D_1_1UTransformablew1">RotEuler</a>, <span class="comment">// Matrix is computed from sperated composantes, with euler rotation.</span> +00070 <a class="code" href="a02282.html#NL3D_1_1UTransformablew4NL3D_1_1UTransformablew2">RotQuat</a>, <span class="comment">// Matrix is computed from sperated composantes, with quat rotation (default).</span> +00071 +00072 <a class="code" href="a02282.html#NL3D_1_1UTransformablew4NL3D_1_1UTransformablew3">TransformModeCount</a> +00073 }; +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformw8" doxytag="NL3D::USkeleton::TVisibility" ></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"> enum <a class="el" href="a02321.html#NL3D_1_1UTransformw8">NL3D::UTransform::TVisibility</a><code> [inherited]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +The visibility flag. In the root case, Herit means Show. +<p> +<dl compact><dt><b>Enumeration values: </b></dt><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UTransformw8NL3D_1_1UTransformw5" doxytag="Show" ></a>Show</em> </td><td> +</td></tr> +<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UTransformw8NL3D_1_1UTransformw2" doxytag="Hide" ></a>Hide</em> </td><td> +</td></tr> +<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UTransformw8NL3D_1_1UTransformw1" doxytag="Herit" ></a>Herit</em> </td><td> +</td></tr> +<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UTransformw8NL3D_1_1UTransformw9" doxytag="VisibilityCount" ></a>VisibilityCount</em> </td><td> +</td></tr> +</table> +</dl> + +<p> +Definition at line <a class="el" href="a06634.html#l00068">68</a> of file <a class="el" href="a06634.html">u_transform.h</a>. +<p> +<div class="fragment"><pre>00069 { +00070 <a class="code" href="a02321.html#NL3D_1_1UTransformw8NL3D_1_1UTransformw5">Show</a>=0, <span class="comment">// The model is shown in the hierarchy</span> +00071 <a class="code" href="a02321.html#NL3D_1_1UTransformw8NL3D_1_1UTransformw2">Hide</a>, <span class="comment">// The model is hidden in the hierarchy</span> +00072 <a class="code" href="a02321.html#NL3D_1_1UTransformw8NL3D_1_1UTransformw1">Herit</a>, <span class="comment">// The model herit the visibilty from his father</span> +00073 +00074 <a class="code" href="a02321.html#NL3D_1_1UTransformw8NL3D_1_1UTransformw9">VisibilityCount</a> +00075 }; +</pre></div> </td> + </tr> +</table> +<hr><h2>Constructor & Destructor Documentation</h2> +<a class="anchor" name="NL3D_1_1USkeletonz1548_0" doxytag="NL3D::USkeleton::USkeleton" ></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::USkeleton::USkeleton </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline, protected]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06629.html#l00056">56</a> of file <a class="el" href="a06629.html">u_skeleton.h</a>. +<p> +<div class="fragment"><pre>00056 {} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1548_1" doxytag="NL3D::USkeleton::~USkeleton" ></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 NL3D::USkeleton::~<a class="el" href="a03945.html">USkeleton</a> </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [inline, protected, virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06629.html#l00057">57</a> of file <a class="el" href="a06629.html">u_skeleton.h</a>. +<p> +<div class="fragment"><pre>00057 {} +</pre></div> </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a class="anchor" name="NL3D_1_1USkeletonz1550_0" doxytag="NL3D::USkeleton::bindSkin" ></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::USkeleton::bindSkin </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03047.html">UInstance</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>mi</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +bind a MeshInstance skin to the skeleton. NB: <a class="el" href="a02321.html#NL3D_1_1UTransformz1576_1">~UTransform()</a> and <a class="el" href="a03945.html#NL3D_1_1USkeletonz1548_1">~USkeleton()</a> call <a class="el" href="a03945.html#NL3D_1_1USkeletonz1550_1">detachSkeletonSon()</a>. NB: <a class="el" href="a04199.html#a3">nlerror()</a> if mi is not a <a class="el" href="a03047.html">UInstance</a>. (ie a mesh instance). NB: an object can't be skinned and sticked at same time :) NB: replaced if already here. NB: when a skin is binded, the command <a class="el" href="a02321.html#NL3D_1_1UTransformz1580_3">hide()</a>, <a class="el" href="a02321.html#NL3D_1_1UTransformz1580_5">show()</a>, ... have no effect on it, until it is <a class="el" href="a03945.html#NL3D_1_1USkeletonz1550_1">detachSkeletonSon()</a>-ed <dl compact><dt><b>Returns:</b></dt><dd>false if mi is NULL or not skinnable, true otherwise</dd></dl> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz948_0">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1588_0" doxytag="NL3D::USkeleton::canCastShadowMap" ></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::UTransform::canCastShadowMap </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +true if the instance cast shadow. By default false +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1075_0">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1588_1" doxytag="NL3D::USkeleton::canReceiveShadowMap" ></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::UTransform::canReceiveShadowMap </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +true if the instance receive shadow. By default false +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1075_1">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1554_0" doxytag="NL3D::USkeleton::changeMRMDistanceSetup" ></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::USkeleton::changeMRMDistanceSetup </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname" nowrap> <em>distanceFinest</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>distanceMiddle</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>distanceCoarsest</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Special version for skins. NB: skins never follow their original MRM distance setup, but follow this skeleton MRM setup. Default is 3-10-50. NB: Unlike <a class="el" href="a03047.html#NL3D_1_1UParticleSystemInstancea1">UInstance::changeMRMDistanceSetup()</a>, this setup applies to the SkeletonModel, not the shape. NB: no-op if distanceFinest<0, distanceMiddle<=distanceFinest or if distanceCoarsest<=distanceMiddle. <dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign=top><em>distanceFinest</em> </td><td>The MRM has its max faces when dist<=distanceFinest. </td></tr> + <tr><td valign=top><em>distanceMiddle</em> </td><td>The MRM has 50% of its faces at dist==distanceMiddle. </td></tr> + <tr><td valign=top><em>distanceCoarsest</em> </td><td>The MRM has faces/Divisor (ie near 0) when dist>=distanceCoarsest.</td></tr> + </table> +</dl> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz952_0">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1558_0" doxytag="NL3D::USkeleton::computeCurrentBBox" ></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::USkeleton::computeCurrentBBox </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02156.html">NLMISC::CAABBox</a> & </td> + <td class="mdname" nowrap> <em>bbox</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a03089.html">UPlayList</a> * </td> + <td class="mdname" nowrap> <em>playList</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>double </td> + <td class="mdname" nowrap> <em>playTime</em> = 0, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>bool </td> + <td class="mdname" nowrap> <em>forceCompute</em> = false, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>bool </td> + <td class="mdname" nowrap> <em>computeInWorld</em> = false</td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +same as <a class="el" href="a03945.html#NL3D_1_1USkeletonz1558_1">computeRenderedBBox()</a> but force animation and compute of all bones => don't need render(), but slower. for all used bones, extend the bbox with their pos <dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign=top><em>bbox</em> </td><td>return the bbox of the skinned skeleton, local to the skeleton. If the skeleton is not skinned/sticked at all, bbox is not modified. </td></tr> + <tr><td valign=top><em>playList</em> </td><td>set NULL if no one, else this playList will be played at the time playTime </td></tr> + <tr><td valign=top><em>forceCompute</em> </td><td>force evaluation of bbox even if not skinned </td></tr> + <tr><td valign=top><em>computeInWorld</em> </td><td>true if want to get the bbox in world. </td></tr> + </table> +</dl> +<dl compact><dt><b>Returns:</b></dt><dd>true if the bbox is computed, false otherwise.</dd></dl> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz956_0">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1556_0" doxytag="NL3D::USkeleton::computeLodTexture" ></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::USkeleton::computeLodTexture </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Call it when you want the system to recompute the Lod texture NB: Lod texturing is possible only in conjunction with AsyncTextureManager. Hence, instances skinned to the skeleton should be in AsyncTextureMode. For best result, you should wait that each of these instances are isAsyncTextureReady() (texture loaded) +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz954_0">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1558_1" doxytag="NL3D::USkeleton::computeRenderedBBox" ></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::USkeleton::computeRenderedBBox </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02156.html">NLMISC::CAABBox</a> & </td> + <td class="mdname" nowrap> <em>bbox</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>bool </td> + <td class="mdname" nowrap> <em>computeInWorld</em> = false</td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Retrieve the current approx BBox around the skeleton, computed in the last USene::render(). for all computed bones, extend the bbox with their pos <dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign=top><em>bbox</em> </td><td>return the bbox of the skinned skeleton, local to the skeleton. If the skeleton was clipped, the bbox is not modified. </td></tr> + <tr><td valign=top><em>computeInWorld</em> </td><td>true if want to get the bbox in world. </td></tr> + </table> +</dl> +<dl compact><dt><b>Returns:</b></dt><dd>true if the bbox is computed, false otherwise.</dd></dl> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz956_1">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1550_1" doxytag="NL3D::USkeleton::detachSkeletonSon" ></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::USkeleton::detachSkeletonSon </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02321.html">UTransform</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>mi</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +unparent a <a class="el" href="a02316.html">CTransform</a> from a bone of the skeleton, or unbind a skin. No-op if not here. NB: mi is placed at root of hierarchy. +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz948_1">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1588_2" doxytag="NL3D::USkeleton::enableCastShadowMap" ></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::UTransform::enableCastShadowMap </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>state</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +By default, map shadow casting is disabled. This enabled shadow for this model. Fails if the model don't support dynamic Map Shadow Casting (eg landscape) +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1075_2">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1588_3" doxytag="NL3D::USkeleton::enableReceiveShadowMap" ></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::UTransform::enableReceiveShadowMap </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>state</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +By default, map shadow receiving is disabled. This enabled shadow for this model. Fails if the model don't support dynamic Map Shadow Receiving (eg Particle system) +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1075_3">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1552_0" doxytag="NL3D::USkeleton::forceComputeBone" ></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::USkeleton::forceComputeBone </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>boneId</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Force to compute a bone, even if object clipped. false if boneId is invalid. +<p> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz950_0">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1582_0" doxytag="NL3D::USkeleton::freezeHRC" ></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::UTransform::freezeHRC </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Optimisation: freeze the HRC so the WorldMatrix computed at next render() will be kept for long, and the model won't either be tested in HRC.<p> +NB: the model won't be tested in HRC only if this model is a "root" For maximum optimisation, you should <a class="el" href="a02321.html#NL3D_1_1UTransformz1582_0">freezeHRC()</a> all the models of a hierarchy, from base root to leaves.<p> +NB: if the hierarchy of this object must change, or if the object must moves, you must call <a class="el" href="a02321.html#NL3D_1_1UTransformz1582_1">unfreezeHRC()</a> first, and you should do this for all the parents of this model. +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1069_0">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1552_1" doxytag="NL3D::USkeleton::getBone" ></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="a03922.html">UBone</a>& NL3D::USkeleton::getBone </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>boneId</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +retrieve the bone. nlerror if not here. (>=getNumBones()) +<p> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz950_1">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1560_0" doxytag="NL3D::USkeleton::getBoneAnimCtrl" ></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="a03836.html">IAnimCtrl</a>* NL3D::USkeleton::getBoneAnimCtrl </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>boneId</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +return NULL if bad BoneId +<p> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz958_0">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1552_2" doxytag="NL3D::USkeleton::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"> virtual <a class="el" href="a04558.html#a14">sint</a> NL3D::USkeleton::getBoneIdByName </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const std::string & </td> + <td class="mdname1" valign="top" nowrap> <em>boneName</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +retrieve the bone Id, by his name. -1 if not found. +<p> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz950_2">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1578_0" doxytag="NL3D::USkeleton::getClusterSystem" ></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="a02674.html">UInstanceGroup</a>* NL3D::UTransform::getClusterSystem </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1065_0">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransforma0" doxytag="NL3D::USkeleton::getForceClipRoot" ></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::UTransform::getForceClipRoot </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUsera6">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1554_1" doxytag="NL3D::USkeleton::getInterpolationDistance" ></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 float NL3D::USkeleton::getInterpolationDistance </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +see <a class="el" href="a03945.html#NL3D_1_1USkeletonz1554_4">setInterpolationDistance()</a> +<p> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz952_1">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransforma1" doxytag="NL3D::USkeleton::getLastClippedState" ></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::UTransform::getLastClippedState </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Return true if the object was rendered during the last Scene->rendere(). return false else (ie clipped). +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUsera10">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransforma2" doxytag="NL3D::USkeleton::getLastParentClusters" ></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::UTransform::getLastParentClusters </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">std::vector< <a class="el" href="a02362.html">CCluster</a> * > & </td> + <td class="mdname1" valign="top" nowrap> <em>clusters</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Fill a list of cluster that contain this tranform. This is valid after the clip traversal. +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUsera12">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransforma3" doxytag="NL3D::USkeleton::getLastWorldMatrixComputed" ></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 const <a class="el" href="a02851.html">CMatrix</a>& NL3D::UTransform::getLastWorldMatrixComputed </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the last world matrix computed in last render(). NB: this WM is computed in last render() only if the object was not clipped. So use it wisely. use <a class="el" href="a02321.html#NL3D_1_1UTransforma1">getLastClippedState()</a> to konw if the object was visible in last render(). +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUsera14">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransforma4" doxytag="NL3D::USkeleton::getLastWorldVisState" ></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::UTransform::getLastWorldVisState </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Return true if the object was determined as Visible in Hrc during the last Scene->rendere(). NB: interesting only if Herit. else can use <a class="el" href="a02321.html#NL3D_1_1UTransformz1580_1">getVisibility()</a>. +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUsera16">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1584_0" doxytag="NL3D::USkeleton::getLoadBalancingGroup" ></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 const std::string& NL3D::UTransform::getLoadBalancingGroup </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the load Balancing group of a model. see <a class="el" href="a02321.html#NL3D_1_1UTransformz1584_1">setLoadBalancingGroup()</a>. +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1071_0">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1556_1" doxytag="NL3D::USkeleton::getLodCharacterAnimId" ></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="a04558.html#a15">uint</a> NL3D::USkeleton::getLodCharacterAnimId </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Call it when you want the system to recompute the Lod texture NB: Lod texturing is possible only in conjunction with AsyncTextureManager. Hence, instances skinned to the skeleton should be in AsyncTextureMode. For best result, you should wait that each of these instances are isAsyncTextureReady() (texture loaded) +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz954_1">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1556_2" doxytag="NL3D::USkeleton::getLodCharacterAnimTime" ></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="a05363.html#a367">TGlobalAnimationTime</a> NL3D::USkeleton::getLodCharacterAnimTime </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Call it when you want the system to recompute the Lod texture NB: Lod texturing is possible only in conjunction with AsyncTextureManager. Hence, instances skinned to the skeleton should be in AsyncTextureMode. For best result, you should wait that each of these instances are isAsyncTextureReady() (texture loaded) +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz954_2">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1556_3" doxytag="NL3D::USkeleton::getLodCharacterDistance" ></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 float NL3D::USkeleton::getLodCharacterDistance </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +see setLodCharacterDistance. 0 if disabled +<p> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz954_3">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1556_4" doxytag="NL3D::USkeleton::getLodCharacterShape" ></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="a04558.html#a14">sint</a> NL3D::USkeleton::getLodCharacterShape </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +see setLodCharacterShape +<p> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz954_4">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1556_5" doxytag="NL3D::USkeleton::getLodCharacterWrapMode" ></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::USkeleton::getLodCharacterWrapMode </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Call it when you want the system to recompute the Lod texture NB: Lod texturing is possible only in conjunction with AsyncTextureManager. Hence, instances skinned to the skeleton should be in AsyncTextureMode. For best result, you should wait that each of these instances are isAsyncTextureReady() (texture loaded) +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz954_5">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1594_0" doxytag="NL3D::USkeleton::getMatrix" ></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 const <a class="el" href="a02851.html">CMatrix</a>& NL3D::UTransformable::getMatrix </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the matrix, compute her if necessary (work in all modes). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1091_0">NL3D::CTransformableUser</a>. +<p> +Referenced by <a class="el" href="a05657.html#l00482">NL3D::CDriverUser::setMatrixMode3D()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1585_0" doxytag="NL3D::USkeleton::getMeanColor" ></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="a03337.html">NLMISC::CRGBA</a> NL3D::UTransform::getMeanColor </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +see <a class="el" href="a02321.html#NL3D_1_1UTransformz1585_1">setMeanColor()</a> +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1072_0">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1554_2" doxytag="NL3D::USkeleton::getNumBoneComputed" ></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="a04558.html#a15">uint</a> NL3D::USkeleton::getNumBoneComputed </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +return the number of bones currently animated/computed (because of <a class="el" href="a03945.html#NL3D_1_1USkeletonz1550_0">bindSkin()</a>/stickObject() / Lod system). +<p> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz952_2">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1552_3" doxytag="NL3D::USkeleton::getNumBones" ></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="a04558.html#a15">uint</a> NL3D::USkeleton::getNumBones </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +retrieve the number of bones. +<p> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz950_3">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransforma5" doxytag="NL3D::USkeleton::getOrderingLayer" ></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="a04558.html#a15">uint</a> NL3D::UTransform::getOrderingLayer </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the ordering layer. +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUsera18">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1594_1" doxytag="NL3D::USkeleton::getPivot" ></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="a03128.html">CVector</a> NL3D::UTransformable::getPivot </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in Rot* mode (nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_0">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1594_2" doxytag="NL3D::USkeleton::getPivot" ></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::UTransformable::getPivot </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>pivot</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in Rot* mode (nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_1">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1598_0" doxytag="NL3D::USkeleton::getPivotValueName" ></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 char * NL3D::UTransformable::getPivotValueName </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [static, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06576.html#l00055">55</a> of file <a class="el" href="a06576.html">transformable_user.cpp</a>. +<p> +References <a class="el" href="a06577.html#l00033">NL3D_MEM_TRANSFORMABLE</a>. +<p> +<div class="fragment"><pre>00056 { +00057 <a class="code" href="a05154.html#a0">NL3D_MEM_TRANSFORMABLE</a> +00058 <span class="keywordflow">return</span> ITransformable::getPivotValueName(); +00059 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1594_3" doxytag="NL3D::USkeleton::getPos" ></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="a03128.html">CVector</a> NL3D::UTransformable::getPos </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in Rot* mode(nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_2">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1594_4" doxytag="NL3D::USkeleton::getPos" ></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::UTransformable::getPos </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>pos</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in Rot* mode(nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_3">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1598_1" doxytag="NL3D::USkeleton::getPosValueName" ></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 char * NL3D::UTransformable::getPosValueName </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [static, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06576.html#l00035">35</a> of file <a class="el" href="a06576.html">transformable_user.cpp</a>. +<p> +References <a class="el" href="a06577.html#l00033">NL3D_MEM_TRANSFORMABLE</a>. +<p> +<div class="fragment"><pre>00036 { +00037 <a class="code" href="a05154.html#a0">NL3D_MEM_TRANSFORMABLE</a> +00038 <span class="keywordflow">return</span> ITransformable::getPosValueName (); +00039 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1594_5" doxytag="NL3D::USkeleton::getRotEuler" ></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="a03128.html">CVector</a> NL3D::UTransformable::getRotEuler </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in RotEuler mode(nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_4">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1594_6" doxytag="NL3D::USkeleton::getRotEuler" ></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::UTransformable::getRotEuler </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>rot</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in RotEuler mode(nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_5">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1598_2" doxytag="NL3D::USkeleton::getRotEulerValueName" ></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 char * NL3D::UTransformable::getRotEulerValueName </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [static, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06576.html#l00040">40</a> of file <a class="el" href="a06576.html">transformable_user.cpp</a>. +<p> +References <a class="el" href="a06577.html#l00033">NL3D_MEM_TRANSFORMABLE</a>. +<p> +<div class="fragment"><pre>00041 { +00042 <a class="code" href="a05154.html#a0">NL3D_MEM_TRANSFORMABLE</a> +00043 <span class="keywordflow">return</span> ITransformable::getRotEulerValueName(); +00044 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1594_7" doxytag="NL3D::USkeleton::getRotOrder" ></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="a02851.html#NLMISC_1_1CMatrixw0">CMatrix::TRotOrder</a> NL3D::UTransformable::getRotOrder </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +get the current rotorder (information vlaid only when RotEuler mode). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_6">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1594_8" doxytag="NL3D::USkeleton::getRotQuat" ></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="a03296.html">CQuat</a> NL3D::UTransformable::getRotQuat </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in RotQuat mode (nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_7">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1594_9" doxytag="NL3D::USkeleton::getRotQuat" ></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::UTransformable::getRotQuat </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03296.html">CQuat</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>quat</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in RotQuat mode (nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_8">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1598_3" doxytag="NL3D::USkeleton::getRotQuatValueName" ></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 char * NL3D::UTransformable::getRotQuatValueName </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [static, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06576.html#l00045">45</a> of file <a class="el" href="a06576.html">transformable_user.cpp</a>. +<p> +References <a class="el" href="a06577.html#l00033">NL3D_MEM_TRANSFORMABLE</a>. +<p> +<div class="fragment"><pre>00046 { +00047 <a class="code" href="a05154.html#a0">NL3D_MEM_TRANSFORMABLE</a> +00048 <span class="keywordflow">return</span> ITransformable::getRotQuatValueName(); +00049 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1594_10" doxytag="NL3D::USkeleton::getScale" ></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="a03128.html">CVector</a> NL3D::UTransformable::getScale </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in Rot* mode (nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_9">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1594_11" doxytag="NL3D::USkeleton::getScale" ></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::UTransformable::getScale </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>scale</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in Rot* mode (nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_10">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1598_4" doxytag="NL3D::USkeleton::getScaleValueName" ></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 char * NL3D::UTransformable::getScaleValueName </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [static, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06576.html#l00050">50</a> of file <a class="el" href="a06576.html">transformable_user.cpp</a>. +<p> +References <a class="el" href="a06577.html#l00033">NL3D_MEM_TRANSFORMABLE</a>. +<p> +<div class="fragment"><pre>00051 { +00052 <a class="code" href="a05154.html#a0">NL3D_MEM_TRANSFORMABLE</a> +00053 <span class="keywordflow">return</span> ITransformable::getScaleValueName(); +00054 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1554_3" doxytag="NL3D::USkeleton::getShapeDistMax" ></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 float NL3D::USkeleton::getShapeDistMax </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +see <a class="el" href="a03945.html#NL3D_1_1USkeletonz1554_5">setShapeDistMax()</a> +<p> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz952_3">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1594_12" doxytag="NL3D::USkeleton::getTransformMode" ></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="a02282.html#NL3D_1_1UTransformablew4">TTransformMode</a> NL3D::UTransformable::getTransformMode </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +get the current transform mode. +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_11">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1580_0" doxytag="NL3D::USkeleton::getUserClipping" ></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::UTransform::getUserClipping </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Return the user clipping state. +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1067_0">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1583_0" doxytag="NL3D::USkeleton::getUserLightable" ></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::UTransform::getUserLightable </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the UserLightable flag. +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1070_0">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1580_1" doxytag="NL3D::USkeleton::getVisibility" ></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="a02321.html#NL3D_1_1UTransformw8">TVisibility</a> NL3D::UTransform::getVisibility </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Get the local visibility state. +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1067_1">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1580_2" doxytag="NL3D::USkeleton::heritVisibility" ></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::UTransform::heritVisibility </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +herit the visibility from his father. (default behavior). +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1067_2">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1580_3" doxytag="NL3D::USkeleton::hide" ></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::UTransform::hide </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Hide the object and his sons. +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1067_3">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1552_4" doxytag="NL3D::USkeleton::isBoneComputed" ></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::USkeleton::isBoneComputed </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>boneId</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Tell if a bone has been computed in the last frame or not. false if boneId is invalid. +<p> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz950_4">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1556_6" doxytag="NL3D::USkeleton::isDisplayedAsLodCharacter" ></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::USkeleton::isDisplayedAsLodCharacter </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +True if the skeleton model and his skins have been displayed with a <a class="el" href="a02801.html">CLodCharacterShape</a> at last scene render +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz954_6">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1586_0" doxytag="NL3D::USkeleton::isOpaque" ></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="a04558.html#a11">uint32</a> NL3D::UTransform::isOpaque </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1073_0">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1586_1" doxytag="NL3D::USkeleton::isTransparent" ></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="a04558.html#a11">uint32</a> NL3D::UTransform::isTransparent </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1073_1">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1596_0" doxytag="NL3D::USkeleton::lookAt" ></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::UTransformable::lookAt </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname" nowrap> <em>eye</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname" nowrap> <em>target</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>roll</em> = 0.f</td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Setup Matrix by the lookAt method. Work only in DirectMatrix mode and RotQuat mode (not euler...).<p> +<dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign=top><em>eye</em> </td><td>is the coordinate of the object. </td></tr> + <tr><td valign=top><em>target</em> </td><td>is the point the object look at. </td></tr> + <tr><td valign=top><em>roll</em> </td><td>is the roll angle in radian along the object's Y axis.</td></tr> + </table> +</dl> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1095_0">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1578_1" doxytag="NL3D::USkeleton::parent" ></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::UTransform::parent </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02321.html">UTransform</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>newFather</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Hierarchy edit. unlink this from oldparent, and make this be a son of newFather. if this was already a son of newFather, no-op. <dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign=top><em>newFather</em> </td><td>the new Father. If NULL, the transform will be linked to the root of the hierarchy (Default!).</td></tr> + </table> +</dl> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1065_1">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1560_1" doxytag="NL3D::USkeleton::setBoneAnimCtrl" ></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::USkeleton::setBoneAnimCtrl </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname" nowrap> <em>boneId</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a03836.html">IAnimCtrl</a> * </td> + <td class="mdname" nowrap> <em>ctrl</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set a special ctrl on a bone. see <a class="el" href="a03836.html">IAnimCtrl</a>. set to NULL if you want to reset this bone AnimCtrl. No-op if Bad BoneId. +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz958_1">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1578_2" doxytag="NL3D::USkeleton::setClusterSystem" ></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::UTransform::setClusterSystem </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02674.html">UInstanceGroup</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>pIG</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1065_2">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransforma6" doxytag="NL3D::USkeleton::setForceClipRoot" ></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::UTransform::setForceClipRoot </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>forceClipRoot</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Force the transform to always be attached to the root As a consequence, it can't be inserted into a cluster system (even the root cluster) and is thus always visible when in the frustum (not clusterized) NB : any call to setClusterSystem will be ignored (must remain unclesterized) NB : any call to parent will be ignored (must remain linked to the root) +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUsera28">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1554_4" doxytag="NL3D::USkeleton::setInterpolationDistance" ></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::USkeleton::setInterpolationDistance </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>dist</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +change the Lod Bone interpolation distance (in meters). If 0, interpolation is disabled. The smaller this value is, the more Lod skeleton system will "pop". Default is 0.5 meters. +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz952_4">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1584_1" doxytag="NL3D::USkeleton::setLoadBalancingGroup" ></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::UTransform::setLoadBalancingGroup </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const std::string & </td> + <td class="mdname1" valign="top" nowrap> <em>group</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Change the load Balancing group of a model. Every models are in a special LoadBalancingGroup. NB: the group is created if did not exist. NB: if models are skinned, it is their Skeleton which drive the group<p> +By default, models lies in the "Default" group, but Skeletons for skinning and ParticlesSystems which are in "Skin" and "Fx" group respectively. The "Default" group is special because it is not balanced (ie models are only degraded from their distance to camera) +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1071_1">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1556_7" doxytag="NL3D::USkeleton::setLodCharacterAnimId" ></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::USkeleton::setLodCharacterAnimId </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>animId</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Change/get the Character Lod anim setup. +<p> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz954_7">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1556_8" doxytag="NL3D::USkeleton::setLodCharacterAnimTime" ></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::USkeleton::setLodCharacterAnimTime </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> </td> + <td class="mdname1" valign="top" nowrap> <em>time</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Call it when you want the system to recompute the Lod texture NB: Lod texturing is possible only in conjunction with AsyncTextureManager. Hence, instances skinned to the skeleton should be in AsyncTextureMode. For best result, you should wait that each of these instances are isAsyncTextureReady() (texture loaded) +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz954_8">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1556_9" doxytag="NL3D::USkeleton::setLodCharacterDistance" ></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::USkeleton::setLodCharacterDistance </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>dist</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +This is the distance at which the skeleton use a <a class="el" href="a02801.html">CLodCharacterShape</a> to display himself if 0, never display the skeleton as a <a class="el" href="a02801.html">CLodCharacterShape</a> +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz954_9">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1556_10" doxytag="NL3D::USkeleton::setLodCharacterShape" ></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::USkeleton::setLodCharacterShape </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>shapeId</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Change the Character Lod shape Id. set -1 if want to disable the feature (default) +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz954_10">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1556_11" doxytag="NL3D::USkeleton::setLodCharacterWrapMode" ></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::USkeleton::setLodCharacterWrapMode </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>wrapMode</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +tells if the animation must loop or clamp. +<p> + +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz954_11">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransforma7" doxytag="NL3D::USkeleton::setLogicInfo" ></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::UTransform::setLogicInfo </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03863.html">ILogicInfo</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>logicInfo</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Set the LogicInfo for this transfrom, eg to retrieve statc light information, see <a class="el" href="a03863.html">ILogicInfo</a>. Ptr is kept in UTransfrom, so should call setLogicInfo(NULL) before to clean up. +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUsera30">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1592_0" doxytag="NL3D::USkeleton::setMatrix" ></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::UTransformable::setMatrix </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a02851.html">CMatrix</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>mat</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in DirecTMatrix mode (nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1091_1">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1585_1" doxytag="NL3D::USkeleton::setMeanColor" ></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::UTransform::setMeanColor </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03337.html">NLMISC::CRGBA</a> </td> + <td class="mdname1" valign="top" nowrap> <em>color</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +set the Mean color of the transform. The mean color can be used for many purpose, such as drawing objects if the textures are not loaded. It is used also for Lod Character. Default color is (255,255,255) +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1072_1">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1586_2" doxytag="NL3D::USkeleton::setOpacity" ></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::UTransform::setOpacity </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>v</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1073_2">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransforma8" doxytag="NL3D::USkeleton::setOrderingLayer" ></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::UTransform::setOrderingLayer </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>layer</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Set the current ordering layer for this transform. Typically, this is used to sort transparent objects. Isn't used with solid objects. For now : Layer 0 is for underwater Layer 1 is for water surfaces Layer 2 is for object above water +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUsera32">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1592_1" doxytag="NL3D::USkeleton::setPivot" ></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::UTransformable::setPivot </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname" nowrap> <em>px</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>py</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>pz</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [inline, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Work only in Rot* mode (nlassert). +<p> + +<p> +Definition at line <a class="el" href="a06635.html#l00108">108</a> of file <a class="el" href="a06635.html">u_transformable.h</a>. +<p> +References <a class="el" href="a02282.html#NL3D_1_1UTransformablez1592_2">NL3D::UTransformable::setPivot()</a>. +<p> +<div class="fragment"><pre>00108 {<a class="code" href="a02282.html#NL3D_1_1UTransformablez1592_2">setPivot</a>(CVector(px, py, pz));} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1592_2" doxytag="NL3D::USkeleton::setPivot" ></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::UTransformable::setPivot </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>pivot</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in Rot* mode (nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_12">NL3D::CTransformableUser</a>. +<p> +Referenced by <a class="el" href="a06635.html#l00108">NL3D::UTransformable::setPivot()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1592_3" doxytag="NL3D::USkeleton::setPos" ></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::UTransformable::setPos </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname" nowrap> <em>px</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>py</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>pz</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [inline, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Work only in Rot* mode(nlassert). +<p> + +<p> +Definition at line <a class="el" href="a06635.html#l00086">86</a> of file <a class="el" href="a06635.html">u_transformable.h</a>. +<p> +References <a class="el" href="a02282.html#NL3D_1_1UTransformablez1592_4">NL3D::UTransformable::setPos()</a>. +<p> +<div class="fragment"><pre>00086 {<a class="code" href="a02282.html#NL3D_1_1UTransformablez1592_4">setPos</a>(CVector(px, py, pz));} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1592_4" doxytag="NL3D::USkeleton::setPos" ></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::UTransformable::setPos </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>pos</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in Rot* mode(nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_13">NL3D::CTransformableUser</a>. +<p> +Referenced by <a class="el" href="a06635.html#l00086">NL3D::UTransformable::setPos()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1592_5" doxytag="NL3D::USkeleton::setRotEuler" ></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::UTransformable::setRotEuler </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname" nowrap> <em>rx</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>ry</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>rz</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [inline, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Work only in RotEuler mode(nlassert). +<p> + +<p> +Definition at line <a class="el" href="a06635.html#l00090">90</a> of file <a class="el" href="a06635.html">u_transformable.h</a>. +<p> +References <a class="el" href="a02282.html#NL3D_1_1UTransformablez1592_6">NL3D::UTransformable::setRotEuler()</a>. +<p> +<div class="fragment"><pre>00090 {<a class="code" href="a02282.html#NL3D_1_1UTransformablez1592_6">setRotEuler</a>(CVector(rx, ry, rz));} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1592_6" doxytag="NL3D::USkeleton::setRotEuler" ></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::UTransformable::setRotEuler </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>rot</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in RotEuler mode(nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_14">NL3D::CTransformableUser</a>. +<p> +Referenced by <a class="el" href="a06635.html#l00090">NL3D::UTransformable::setRotEuler()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1592_7" doxytag="NL3D::USkeleton::setRotQuat" ></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::UTransformable::setRotQuat </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname" nowrap> <em>jdir</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname" nowrap> <em>vup</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Work only in RotQuat mode (nlassert). Build a quaternion from a forward direction (a J vector). the roll is determined with help of the vector up vup... vectors do not need to be noramlized. +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_15">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1592_8" doxytag="NL3D::USkeleton::setRotQuat" ></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::UTransformable::setRotQuat </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>jdir</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in RotQuat mode (nlassert). Build a quaternion from a forward direction (a J vector). there is no roll... jdir do not need to be noramlized. +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_16">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1592_9" doxytag="NL3D::USkeleton::setRotQuat" ></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::UTransformable::setRotQuat </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03296.html">CQuat</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>quat</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in RotQuat mode (nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_17">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1592_10" doxytag="NL3D::USkeleton::setScale" ></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::UTransformable::setScale </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname" nowrap> <em>sx</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>sy</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>sz</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [inline, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Work only in Rot* mode (nlassert). +<p> + +<p> +Definition at line <a class="el" href="a06635.html#l00104">104</a> of file <a class="el" href="a06635.html">u_transformable.h</a>. +<p> +References <a class="el" href="a02282.html#NL3D_1_1UTransformablez1592_11">NL3D::UTransformable::setScale()</a>. +<p> +<div class="fragment"><pre>00104 {<a class="code" href="a02282.html#NL3D_1_1UTransformablez1592_11">setScale</a>(CVector(sx, sy, sz));} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1592_11" doxytag="NL3D::USkeleton::setScale" ></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::UTransformable::setScale </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>scale</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Work only in Rot* mode (nlassert). +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_18">NL3D::CTransformableUser</a>. +<p> +Referenced by <a class="el" href="a06635.html#l00104">NL3D::UTransformable::setScale()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1554_5" doxytag="NL3D::USkeleton::setShapeDistMax" ></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::USkeleton::setShapeDistMax </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>distMax</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Change Max Display Skeleton distance. After this distance the shape won't be displayed. setting <0 means -1 and so means DistMax = infinite (default in meshs but multilod meshes). NB: This apply to the shape direclty!! ie All instances using same shape will be affected<p> +Note: If the skeleton himself is sticked to an other skeleton, this setup is not taken into account. ie the skeleton clip follow the ancestor skeleton clip result (ie the first skeleton in hierarchy which is not sticked).<p> +Note (complex): same remark for QuadGridClipManager interaction with this function as in <a class="el" href="a03047.html#NL3D_1_1UParticleSystemInstancea24">UInstance::setShapeDistMax()</a> +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz952_5">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformablez1592_12" doxytag="NL3D::USkeleton::setTransformMode" ></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::UTransformable::setTransformMode </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02282.html#NL3D_1_1UTransformablew4">TTransformMode</a> </td> + <td class="mdname" nowrap> <em>mode</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a02851.html#NLMISC_1_1CMatrixw0">CMatrix::TRotOrder</a> </td> + <td class="mdname" nowrap> <em>ro</em> = CMatrix::ZXY</td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual, inherited]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Change the transform mode. Components or matrix are not reseted. +<p> + +<p> +Implemented in <a class="el" href="a02281.html#NL3D_1_1CWaterInstanceUserz1093_19">NL3D::CTransformableUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1586_3" doxytag="NL3D::USkeleton::setTransparency" ></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::UTransform::setTransparency </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>v</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1073_3">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1580_4" doxytag="NL3D::USkeleton::setUserClipping" ></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::UTransform::setUserClipping </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>enable</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Return the user clipping state. +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1067_4">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1583_1" doxytag="NL3D::USkeleton::setUserLightable" ></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::UTransform::setUserLightable </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>enable</em> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Set the UserLightable flag. if false, isLightable() will always return false. Doing this, user can disable lighting on a model which may be interesting for speed. NB: most of models don't need it. For example models with LightMaps are by default Lighing-disabled. Default behavior is UserLightable==true. +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1070_1">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1580_5" doxytag="NL3D::USkeleton::show" ></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::UTransform::show </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +Show the objet and his sons. +<p> + +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1067_5">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1550_2" doxytag="NL3D::USkeleton::stickObject" ></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::USkeleton::stickObject </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02321.html">UTransform</a> * </td> + <td class="mdname" nowrap> <em>mi</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> </td> + <td class="mdname" nowrap> <em>boneId</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +parent a <a class="el" href="a02316.html">CTransform</a> to a bone of the skeleton. NB: ~CTransform() calls <a class="el" href="a03945.html#NL3D_1_1USkeletonz1550_1">detachSkeletonSon()</a>. This object will be visible only when the Skeleton is not clipped. NB: an object can't be skinned and sticked at same time :) NB: replaced if already here. +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz948_2">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1USkeletonz1550_3" doxytag="NL3D::USkeleton::stickObjectEx" ></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::USkeleton::stickObjectEx </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a02321.html">UTransform</a> * </td> + <td class="mdname" nowrap> <em>mi</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> </td> + <td class="mdname" nowrap> <em>boneId</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>bool </td> + <td class="mdname" nowrap> <em>forceCLod</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +same method as <a class="el" href="a03945.html#NL3D_1_1USkeletonz1550_2">stickObject()</a>, but if you set forceCLod as true, then this object will be visible even if the skeleton father is in CLod state (ie displayed with a <a class="el" href="a02801.html">CLodCharacterShape</a>) NB: if "mi" is a skeleton model, forceCLod is considerer true, whatever the value passed in. +<p> +Implemented in <a class="el" href="a03404.html#NL3D_1_1CSkeletonUserz948_3">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1UTransformz1582_1" doxytag="NL3D::USkeleton::unfreezeHRC" ></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::UTransform::unfreezeHRC </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </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> + + </td> + <td> + +<p> +see <a class="el" href="a02321.html#NL3D_1_1UTransformz1582_0">freezeHRC()</a>. +<p> +Implemented in <a class="el" href="a02320.html#NL3D_1_1CWaterInstanceUserz1069_1">NL3D::CTransformUser</a>. </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following file:<ul> +<li><a class="el" href="a06629.html">u_skeleton.h</a></ul> +<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 08:50:49 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> |