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+<a class="qindex" href="index.html">Main Page</a> &nbsp; <a class="qindex" href="namespaces.html">Namespace List</a> &nbsp; <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; <a class="qindex" href="classes.html">Alphabetical List</a> &nbsp; <a class="qindex" href="annotated.html">Compound List</a> &nbsp; <a class="qindex" href="files.html">File List</a> &nbsp; <a class="qindex" href="namespacemembers.html">Namespace Members</a> &nbsp; <a class="qindex" href="functions.html">Compound Members</a> &nbsp; <a class="qindex" href="globals.html">File Members</a> &nbsp; <a class="qindex" href="pages.html">Related Pages</a> &nbsp; <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> &nbsp; </center>
+<hr><h1>NL3D::CSkeletonModel Class Reference</h1>A Skeleton model, instance of <a class="el" href="classNL3D_1_1CSkeletonShape.html">CSkeletonShape</a>.
+<a href="#_details">More...</a>
+<p>
+<code>#include &lt;<a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>&gt;</code>
+<p>
+<p>Inheritance diagram for NL3D::CSkeletonModel:
+<p><center><img src="classNL3D_1_1CSkeletonModel.gif" usemap="#NL3D::CSkeletonModel_map" border="0"></center>
+<map name="NL3D::CSkeletonModel_map">
+<area href="classNL3D_1_1CTransformShape.html" alt="NL3D::CTransformShape" shape="rect" coords="81,168,233,192">
+<area href="classNL3D_1_1CTransform.html" alt="NL3D::CTransform" shape="rect" coords="81,112,233,136">
+<area href="classNL3D_1_1IModel.html" alt="NL3D::IModel" shape="rect" coords="0,56,152,80">
+<area href="classNL3D_1_1ITransformable.html" alt="NL3D::ITransformable" shape="rect" coords="162,56,314,80">
+<area href="classNLMISC_1_1CRefCount.html" alt="NLMISC::CRefCount" shape="rect" coords="0,0,152,24">
+<area href="classNL3D_1_1IAnimatable.html" alt="NL3D::IAnimatable" shape="rect" coords="162,0,314,24">
+</map>
+<a href="classNL3D_1_1CSkeletonModel-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
+<tr><td colspan=2><br><h2>IAnimatable Interface (registering only IAnimatable sons (bones)).</h2></td></tr>
+<tr><td nowrap align=right valign=top>enum &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z800_0">TAnimValues</a> { <a class="el" href="classNL3D_1_1CSkeletonModel.html#z800_0s0">OwnerBit</a> = CTransformShape::AnimValueLast,
+<a class="el" href="classNL3D_1_1CSkeletonModel.html#z800_0s1">AnimValueLast</a>
+ }</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Added values.</em> <a href="#z800_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z800_1">registerToChannelMixer</a> (<a class="el" href="classNL3D_1_1CChannelMixer.html">CChannelMixer</a> *chanMixer, const std::string &amp;prefix)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>register transform channels (in global anim mode).</em> <a href="#z800_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Skin/BoneUsage Accessor. Called by CMeshInstance only.</h2></td></tr>
+<tr><td nowrap align=right valign=top>enum &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0">TBoneUsageType</a> { <a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0s2">UsageNormal</a>,
+<a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0s3">UsageForced</a>,
+<a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0s4">UsageCLodForced</a>
+ }</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_1">incBoneUsage</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> i, <a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0">TBoneUsageType</a> boneUsageType)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>increment the refCount of the ith bone.</em> <a href="#z802_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_2">decBoneUsage</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> i, <a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0">TBoneUsageType</a> boneUsageType)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>decrement the refCount of the ith bone. set forced to the same param passed when <a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_1">incBoneUsage</a>().</em> <a href="#z802_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_3">flagBoneAndParents</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> boneId, std::vector&lt; bool &gt; &amp;boneUsage) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This method update boneUsage (must be of size of Bones).</em> <a href="#z802_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Bone Usage.</h2></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_0">initBoneUsages</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>called by <a class="el" href="classNL3D_1_1CSkeletonShape.html#z808_0">CSkeletonShape::createInstance</a>(). init the vector.</em> <a href="#z806_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_1">incForcedBoneUsageAndParents</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> i, bool forceCLod)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>increment the refCount of the ith bone and its parents. for stickObjects.</em> <a href="#z806_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_2">decForcedBoneUsageAndParents</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> i, bool forceCLod)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>increment the refCount of the ith bone and its parents. for stickObjects.</em> <a href="#z806_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_3">updateBoneToCompute</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>According to Usage, ForedUsage and current skeleton Lod, update MustCompute and ValidBoneSkinMatrix.</em> <a href="#z806_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>std::vector&lt; <a class="el" href="structNL3D_1_1CSkeletonModel_1_1CBoneUsage.html">CBoneUsage</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The list of BoneUsage. Updated by Meshes, <a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_1">stickObject</a>(), and lod changes.</em> <a href="#z806_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>std::vector&lt; <a class="el" href="structNL3D_1_1CSkeletonModel_1_1CBoneCompute.html">CBoneCompute</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_5">_BoneToCompute</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>List of bones to compute.</em> <a href="#z806_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_6">_BoneToComputeDirty</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Flag set if the MRSkeleton lod change, or if a new bone Usage change (only if was 0 or become 0).</em> <a href="#z806_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_7">_CurLod</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The current lod activated for this skeleton.</em> <a href="#z806_7">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_8">_CurLodInterp</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The current lod Interpolation Value for this skeleton.</em> <a href="#z806_8">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_9">_LodInterpMultiplier</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>For lod interpolation. Inverse of distance. If 0, disable interpolation.</em> <a href="#z806_9">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>CLod / Character Lod</h2></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNL3D_1_1CLightContribution.html">CLightContribution</a> &amp;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z807_0">getSkeletonLightContribution</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z807_1">computeCLodVertexColors</a> (<a class="el" href="classNL3D_1_1CLodCharacterManager.html">CLodCharacterManager</a> *mngr)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>recompute _CLodVertexColors, ignoring _CLodVertexColorDirty.</em> <a href="#z807_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z807_2">_DisplayedAsLodCharacter</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>True if the skeleton model and his skins have to be displayed with a <a class="el" href="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a>, instead of the <a class="el" href="namespacestd.html">std</a> way This state is modified early during the HRC Traversal.</em> <a href="#z807_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z807_3">_LodCharacterDistance</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see setLodCharacterDistance.</em> <a href="#z807_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z807_4">_OOLodCharacterDistance</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The Lod instance. -1 by default.</em> <a href="#z807_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z807_6">_CLodVertexColorDirty</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>dirt when a bindSkin/stickObject/detachSkeletonSon is called dirt when a transform mean color is changed.</em> <a href="#z807_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Public Types</h2></td></tr>
+<tr><td colspan=2><br><h2>Public Methods</h2></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#a0">isClipVisible</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>tells if the skeleton has been clipped in the clip traversal.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#a1">updateSkinRenderLists</a> ()</td></tr>
+<tr><td colspan="2"><div class="groupHeader">Skin operation.</div></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_0">bindSkin</a> (<a class="el" href="classNL3D_1_1CTransform.html">CTransform</a> *mi)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>bind a skin to the skeleton.</em> <a href="#z801_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_1">stickObject</a> (<a class="el" href="classNL3D_1_1CTransform.html">CTransform</a> *mi, <a class="el" href="memory__common_8h.html#a15">uint</a> boneId)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>parent a <a class="el" href="classNL3D_1_1CTransform.html">CTransform</a> to a bone of the skeleton.</em> <a href="#z801_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_2">stickObjectEx</a> (<a class="el" href="classNL3D_1_1CTransform.html">CTransform</a> *mi, <a class="el" href="memory__common_8h.html#a15">uint</a> boneId, bool forceCLod)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>same method as <a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_1">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="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a>) NB: if "mi" is a skeleton model, forceCLod is considerer true, whatever the value passed in.</em> <a href="#z801_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_3">detachSkeletonSon</a> (<a class="el" href="classNL3D_1_1CTransform.html">CTransform</a> *mi)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>unparent a <a class="el" href="classNL3D_1_1CTransform.html">CTransform</a> from a bone of the skeleton, or unbind a skin.</em> <a href="#z801_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_4">dirtSkinRenderLists</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Force the skeletonModel to recompute at next render which skins to render, at wich pass.</em> <a href="#z801_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Misc.</div></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a10">sint32</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_0">getBoneIdByName</a> (const std::string &amp;name) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>return, from skeleton shape, the BoneIdByName. -1 if not here.</em> <a href="#z803_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_1">isBoneComputed</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> boneId) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Tell if a bone has been computed in the last frame or not. false if boneId is invalid.</em> <a href="#z803_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_2">getNumBoneComputed</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>return the number of bones currently animated/computed (because of <a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_0">bindSkin</a>()/<a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_1">stickObject</a>() / Lod system).</em> <a href="#z803_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_3">setInterpolationDistance</a> (float dist)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>change the Lod Bone interpolation distance (in meters).</em> <a href="#z803_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_4">getInterpolationDistance</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see <a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_3">setInterpolationDistance</a>().</em> <a href="#z803_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_5">getActiveBoneSkinMatrix</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> boneId) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>if Bones[boneId] is "Computed" (usage/lod), return Bones[boneId].getBoneSkinMatrix() else return parent ones (recurs, but precomputed).</em> <a href="#z803_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_6">computeAllBones</a> (const CMatrix &amp;modelWorldMatrix)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Tool function, especially for animation bake.</em> <a href="#z803_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_7">computeRenderedBBox</a> (<a class="el" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;bbox)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Retrieve the current approx BBox around the skeleton, computed in the last CSene::render().</em> <a href="#z803_7">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_8">computeCurrentBBox</a> (<a class="el" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;bbox, bool forceCompute=false)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>same as <a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_7">computeRenderedBBox</a>() but force animation and compute of all bones =&gt; don't need render(), but slower.</em> <a href="#z803_8">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">CLod / Character Lod</div></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_0">setLodCharacterShape</a> (<a class="el" href="memory__common_8h.html#a14">sint</a> shapeId)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Change the Character Lod shape Id. set -1 if want to disable the feature (default).</em> <a href="#z804_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_1">getLodCharacterShape</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see setLodCharacterShape.</em> <a href="#z804_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_2">setLodCharacterAnimId</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> animId)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Change/get the Character Lod anim setup.</em> <a href="#z804_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_3">getLodCharacterAnimId</a> () const</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_4">setLodCharacterAnimTime</a> (<a class="el" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a> time)</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_5">getLodCharacterAnimTime</a> () const</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_6">setLodCharacterWrapMode</a> (bool wrapMode)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>tells if the animation must loop or clamp.</em> <a href="#z804_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_7">getLodCharacterWrapMode</a> () const</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_8">isDisplayedAsLodCharacter</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>True if the skeleton model and his skins are to be displayed with a <a class="el" href="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a>, instead of the <a class="el" href="namespacestd.html">std</a> way This state is modified early during the HRC Traversal.</em> <a href="#z804_8">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_9">setLodCharacterDistance</a> (float dist)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is the distance at which the skeleton use a <a class="el" href="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a> to display himself if 0, never display the skeleton as a <a class="el" href="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a>.</em> <a href="#z804_9">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_10">getLodCharacterDistance</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see setLodCharacterDistance. 0 if disabled.</em> <a href="#z804_10">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_11">computeDisplayLodCharacterPriority</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Called in ClipTrav pass.</em> <a href="#z804_11">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_12">setDisplayLodCharacterFlag</a> (bool displayCLod)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Called in ClipTrav pass.</em> <a href="#z804_12">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_13">dirtLodVertexColor</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Called by <a class="el" href="classNL3D_1_1CTransform.html#z850_0">CTransform::setMeanColor</a>().</em> <a href="#z804_13">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_14">computeLodTexture</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Call it when you want the system to recompute the Lod texture NB: Lod texturing is possible only in conjunction with AsyncTextureManager.</em> <a href="#z804_14">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Load balancing methods</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z805_0">getNumTriangles</a> (float distance)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Special version for skins.</em> <a href="#z805_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z805_1">changeMRMDistanceSetup</a> (float distanceFinest, float distanceMiddle, float distanceCoarsest)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Special version for skins.</em> <a href="#z805_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#z805_2">resetDefaultMRMDistanceSetup</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Reset the Default MRM setup: follow MAX skin setup (ie the finer).</em> <a href="#z805_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Static Public Methods</h2></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#d0">registerBasic</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Call at the begining of the program, to register the model, and the basic observers.</em> <a href="#d0">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Public Attributes</h2></td></tr>
+<tr><td nowrap align=right valign=top>std::vector&lt; <a class="el" href="classNL3D_1_1CBone.html">CBone</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The list of <a class="el" href="classNL3D_1_1CBone.html">CBone</a>, created from the <a class="el" href="classNL3D_1_1CSkeletonShape.html">CSkeletonShape</a>.</em> <a href="#m0">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr>
+<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#b0">CSkeletonModel</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Constructor.</em> <a href="#b0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#b1">~CSkeletonModel</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Destructor.</em> <a href="#b1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#b2">initModel</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Build link to traversals.</em> <a href="#b2">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Private Types</h2></td></tr>
+<tr><td nowrap align=right valign=top>typedef std::set&lt; <a class="el" href="classNL3D_1_1CTransform.html">CTransform</a> * &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#u0">TTransformSet</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>skins/sticked objects.</em> <a href="#u0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>typedef TTransformSet::iterator&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#u1">ItTransformSet</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNLMISC_1_1CObjectVector.html">NLMISC::CObjectVector</a>&lt;<br>
+ <a class="el" href="classNL3D_1_1CTransform.html">CTransform</a> *, false &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#u2">TTransformArray</a></td></tr>
+<tr><td colspan=2><br><h2>Private Methods</h2></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#c0">buildDefaultLevelDetail</a> ()</td></tr>
+<tr><td colspan=2><br><h2>Static Private Methods</h2></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1IModel.html">IModel</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#f0">creator</a> ()</td></tr>
+<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classstd_1_1list.html">std::list</a>&lt; CSkeletonModel <br>
+* &gt;::iterator&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#o0">_ItSkeletonInScene</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CSkeletonModel.html#u0">TTransformSet</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The skins.</em> <a href="#o1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CSkeletonModel.html#u0">TTransformSet</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#o2">_StickedObjects</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The StickedObjects.</em> <a href="#o2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#o3">_SkinToRenderDirty</a></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#o4">_DefaultMRMSetup</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CSkeletonModel.html#u2">TTransformArray</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#o5">_OpaqueSkins</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CSkeletonModel.html#u2">TTransformArray</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#o6">_TransparentSkins</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CSkeletonModel.html#u2">TTransformArray</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#o7">_AnimDetailSkins</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CMRMLevelDetail.html">CMRMLevelDetail</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CHrcTrav.html">CHrcTrav</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CClipTrav.html">CClipTrav</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a></td></tr>
+<tr><td colspan=2><br><h2>Friends</h2></td></tr>
+<tr><td nowrap align=right valign=top>class&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#l0">CSkeletonShape</a></td></tr>
+<tr><td nowrap align=right valign=top>class&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#l1">CSkeletonModelAnimDetailObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#l2">CSkeletonModelRenderObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html#l3">CTransformClipObs</a></td></tr>
+</table>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+A Skeleton model, instance of <a class="el" href="classNL3D_1_1CSkeletonShape.html">CSkeletonShape</a>.
+<p>
+Skeletons sons are added with <a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_0">bindSkin</a>(), <a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_1">stickObject</a>(). They are removed auto at dtor.
+<p>
+<dl compact><dt><b>
+Author: </b><dd>
+Lionel Berenguier , Nevrax France </dl><dl compact><dt><b>
+Date: </b><dd>
+2001 </dl>
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00064">64</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.<hr><h2>Member Typedef Documentation</h2>
+<a name="u1" doxytag="NL3D::CSkeletonModel::ItTransformSet"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef TTransformSet::iterator NL3D::CSkeletonModel::ItTransformSet<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00317">317</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00923">computeCLodVertexColors</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00744">computeLodTexture</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l01010">updateSkinRenderLists</a>. </td>
+ </tr>
+</table>
+<a name="u2" doxytag="NL3D::CSkeletonModel::TTransformArray"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef <a class="el" href="classNLMISC_1_1CObjectVector.html">NLMISC::CObjectVector</a>&lt;<a class="el" href="classNL3D_1_1CTransform.html">CTransform</a>*, false&gt; NL3D::CSkeletonModel::TTransformArray<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00328">328</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>. </td>
+ </tr>
+</table>
+<a name="u0" doxytag="NL3D::CSkeletonModel::TTransformSet"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef std::set&lt;<a class="el" href="classNL3D_1_1CTransform.html">CTransform</a>*&gt; NL3D::CSkeletonModel::TTransformSet<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+skins/sticked objects.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00316">316</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Enumeration Documentation</h2>
+<a name="z800_0" doxytag="NL3D::CSkeletonModel::TAnimValues"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> enum NL3D::CSkeletonModel::TAnimValues
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Added values.
+<p>
+<dl compact><dt><b>
+Enumeration values:</b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em><a name="z800_0s0" doxytag="OwnerBit"></a><em>OwnerBit</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="z800_0s1" doxytag="AnimValueLast"></a><em>AnimValueLast</em></em>&nbsp;</td><td>
+</td></tr>
+</table>
+</dl>
+
+<p>
+Reimplemented from <a class="el" href="classNL3D_1_1ITransformable.html#z872_0">NL3D::ITransformable</a>.
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00080">80</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>. </td>
+ </tr>
+</table>
+<a name="z802_0" doxytag="NL3D::CSkeletonModel::TBoneUsageType"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> enum NL3D::CSkeletonModel::TBoneUsageType
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<dl compact><dt><b>
+Enumeration values:</b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em><a name="z802_0s2" doxytag="UsageNormal"></a><em>UsageNormal</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="z802_0s3" doxytag="UsageForced"></a><em>UsageForced</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="z802_0s4" doxytag="UsageCLodForced"></a><em>UsageCLodForced</em></em>&nbsp;</td><td>
+</td></tr>
+</table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00135">135</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a name="b0" doxytag="NL3D::CSkeletonModel::CSkeletonModel"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CSkeletonModel::CSkeletonModel </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [protected]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Constructor.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00078">78</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00421">_CLodVertexColorDirty</a>, <a class="el" href="skeleton__model_8h-source.html#l00326">_DefaultMRMSetup</a>, <a class="el" href="skeleton__model_8h-source.html#l00409">_DisplayedAsLodCharacter</a>, <a class="el" href="skeleton__model_8h-source.html#l00412">_LodCharacterDistance</a>, <a class="el" href="skeleton__model_8h-source.html#l00413">_OOLodCharacterDistance</a>, <a class="el" href="skeleton__model_8h-source.html#l00324">_SkinToRenderDirty</a>, <a class="el" href="classNL3D_1_1CSkeletonModel.html#z800_0s1">AnimValueLast</a>, <a class="el" href="skeleton__model_8cpp-source.html#l01125">buildDefaultLevelDetail</a>, <a class="el" href="skeleton__model_8h-source.html#l00431">ClipTrav</a>, <a class="el" href="skeleton__model_8h-source.html#l00430">HrcTrav</a>, <a class="el" href="transform_8h-source.html#l00114">NL3D::CTransform::setOpacity</a>, and <a class="el" href="transform_8h-source.html#l00113">NL3D::CTransform::setTransparency</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8h-source.html#l00293">creator</a>. </td>
+ </tr>
+</table>
+<a name="b1" doxytag="NL3D::CSkeletonModel::~CSkeletonModel"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CSkeletonModel::~CSkeletonModel </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [protected, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Destructor.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00119">119</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00313">_ItSkeletonInScene</a>, <a class="el" href="skeleton__model_8h-source.html#l00319">_Skins</a>, <a class="el" href="skeleton__model_8h-source.html#l00321">_StickedObjects</a>, <a class="el" href="skeleton__model_8h-source.html#l00431">ClipTrav</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00478">detachSkeletonSon</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00715">setLodCharacterShape</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a name="z801_0" doxytag="NL3D::CSkeletonModel::bindSkin"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CSkeletonModel::bindSkin </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CTransform.html">CTransform</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>mi</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+bind a skin to the skeleton.
+<p>
+NB: <a class="el" href="classNL3D_1_1CTransform.html#b1">~CTransform</a>() calls <a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_3">detachSkeletonSon</a>(). NB: <a class="el" href="debug_8h.html#a6">nlassert</a>() if there is too many skins/sticked objects on this skeleton (more than 255). 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="classNL3D_1_1CTransform.html#a6">hide</a>(), <a class="el" href="classNL3D_1_1CTransform.html#a7">show</a>(), ... have no effect on it, until it is <a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_3">detachSkeletonSon</a>()-ed NB: For Skins, all Hrc/Clip/ValidateList link is done here <dl compact><dt><b>
+Returns: </b><dd>
+false if mi is not skinnable, true otherwise </dl>
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00393">393</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00319">_Skins</a>, <a class="el" href="skeleton__model_8h-source.html#l00431">ClipTrav</a>, <a class="el" href="skeleton__model_8h-source.html#l00249">dirtLodVertexColor</a>, <a class="el" href="skeleton__model_8h-source.html#l00128">dirtSkinRenderLists</a>, <a class="el" href="skeleton__model_8h-source.html#l00430">HrcTrav</a>, <a class="el" href="mot_8cpp-source.html#l00464">NL3D::IModel::IModel</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
+ </tr>
+</table>
+<a name="c0" doxytag="NL3D::CSkeletonModel::buildDefaultLevelDetail"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::buildDefaultLevelDetail </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l01125">1125</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00335">_LevelDetail</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00078">CSkeletonModel</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l01010">updateSkinRenderLists</a>. </td>
+ </tr>
+</table>
+<a name="z805_1" doxytag="NL3D::CSkeletonModel::changeMRMDistanceSetup"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::changeMRMDistanceSetup </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>distanceFinest</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>distanceMiddle</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>distanceCoarsest</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Special version for skins.
+<p>
+NB: skins never follow their original MRM distance setup, but follow this skeleton MRM setup. Default is to follow the MAX of all skins binded (ie the finer). NB: Unlike <a class="el" href="classNL3D_1_1CMeshBaseInstance.html#a2">CMeshBaseInstance::changeMRMDistanceSetup</a>(), this setup applies to the SkeletonModel, not the shape. NB: no-op if distanceFinest&lt;0, distanceMiddle&lt;=distanceFinest or if distanceCoarsest&lt;=distanceMiddle. <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>distanceFinest</em>&nbsp;</td><td>
+The MRM has its max faces when dist&lt;=distanceFinest. </td></tr>
+<tr><td valign=top><em>distanceMiddle</em>&nbsp;</td><td>
+The MRM has 50% of its faces at dist==distanceMiddle. </td></tr>
+<tr><td valign=top><em>distanceCoarsest</em>&nbsp;</td><td>
+The MRM has faces/Divisor (ie near 0) when dist&gt;=distanceCoarsest. </td></tr>
+</table>
+</dl>
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l01404">1404</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00326">_DefaultMRMSetup</a>, and <a class="el" href="skeleton__model_8h-source.html#l00335">_LevelDetail</a>. </td>
+ </tr>
+</table>
+<a name="z803_6" doxytag="NL3D::CSkeletonModel::computeAllBones"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::computeAllBones </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CMatrix &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>modelWorldMatrix</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Tool function, especially for animation bake.
+<p>
+It updates all bones (independent of bone usage, and lod interpolation), and take a user skeleton worldMatrix as input. NB: no detail animation is performed here, just the compute of bone hierarchy.
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00685">685</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00075">Bones</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l01476">computeCurrentBBox</a>. </td>
+ </tr>
+</table>
+<a name="z807_1" doxytag="NL3D::CSkeletonModel::computeCLodVertexColors"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::computeCLodVertexColors </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CLodCharacterManager.html">CLodCharacterManager</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>mngr</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+recompute _CLodVertexColors, ignoring _CLodVertexColorDirty.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00923">923</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00416">_CLodInstance</a>, <a class="el" href="skeleton__model_8h-source.html#l00319">_Skins</a>, <a class="el" href="skeleton__model_8h-source.html#l00321">_StickedObjects</a>, <a class="el" href="skeleton__model_8h-source.html#l00075">Bones</a>, <a class="el" href="transform_8cpp-source.html#l00056">NL3D::CTransform::CTransform</a>, and <a class="el" href="skeleton__model_8h-source.html#l00317">ItTransformSet</a>. </td>
+ </tr>
+</table>
+<a name="z803_8" doxytag="NL3D::CSkeletonModel::computeCurrentBBox"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CSkeletonModel::computeCurrentBBox </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>bbox</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>forceCompute</em> = false</td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+same as <a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_7">computeRenderedBBox</a>() but force animation and compute of all bones =&gt; don't need render(), but slower.
+<p>
+for all used bones, extend the bbox with their pos <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>bbox</em>&nbsp;</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>forceCompute</em>&nbsp;</td><td>
+force evalution even if not skinned </td></tr>
+</table>
+</dl><dl compact><dt><b>
+Returns: </b><dd>
+true if the bbox is computed, false otherwise. </dl>
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l01476">1476</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00373">_BoneUsage</a>, <a class="el" href="skeleton__model_8h-source.html#l00075">Bones</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00685">computeAllBones</a>, and <a class="el" href="transform_8h-source.html#l00427">NL3D::CTransform::getChannelMixer</a>. </td>
+ </tr>
+</table>
+<a name="z804_11" doxytag="NL3D::CSkeletonModel::computeDisplayLodCharacterPriority"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSkeletonModel::computeDisplayLodCharacterPriority </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Called in ClipTrav pass.
+<p>
+Used to update the flag _DisplayedAsLodCharacter. return 0 if CLod not enabled. Else return a priority&gt;0 computed from curDistance/LodCharacterDistance return 0 too if the skeleton is not visible or if his ancestorSkeletonModel is not visible. If priority is &gt;1 then the skeleton must be displayed in CLod form
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00850">850</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00416">_CLodInstance</a>, <a class="el" href="transform_8h-source.html#l00558">NL3D::CTransform::_HrcObs</a>, <a class="el" href="skeleton__model_8h-source.html#l00412">_LodCharacterDistance</a>, <a class="el" href="skeleton__model_8h-source.html#l00413">_OOLodCharacterDistance</a>, <a class="el" href="skeleton__model_8h-source.html#l00431">ClipTrav</a>, and <a class="el" href="skeleton__model_8h-source.html#l00302">isClipVisible</a>. </td>
+ </tr>
+</table>
+<a name="z804_14" doxytag="NL3D::CSkeletonModel::computeLodTexture"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::computeLodTexture </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Call it when you want the system to recompute the Lod texture NB: Lod texturing is possible only in conjunction with AsyncTextureManager.
+<p>
+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>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00744">744</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00416">_CLodInstance</a>, <a class="el" href="skeleton__model_8h-source.html#l00319">_Skins</a>, <a class="el" href="skeleton__model_8h-source.html#l00317">ItTransformSet</a>, <a class="el" href="bit__set_8cpp-source.html#l00038">min</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
+ </tr>
+</table>
+<a name="z803_7" doxytag="NL3D::CSkeletonModel::computeRenderedBBox"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CSkeletonModel::computeRenderedBBox </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>bbox</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Retrieve the current approx BBox around the skeleton, computed in the last CSene::render().
+<p>
+for all computed bones, extend the bbox with their pos <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>bbox</em>&nbsp;</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>
+</table>
+</dl><dl compact><dt><b>
+Returns: </b><dd>
+true if the bbox is computed, false otherwise. </dl>
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l01435">1435</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00075">Bones</a>, <a class="el" href="transform_8cpp-source.html#l00312">NL3D::CTransform::getLastClippedState</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00373">isBoneComputed</a>. </td>
+ </tr>
+</table>
+<a name="f0" doxytag="NL3D::CSkeletonModel::creator"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1IModel.html">IModel</a>* NL3D::CSkeletonModel::creator </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, static, private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Reimplemented from <a class="el" href="classNL3D_1_1CTransformShape.html#f0">NL3D::CTransformShape</a>.
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00293">293</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+References <a class="el" href="skeleton__model_8cpp-source.html#l00078">CSkeletonModel</a>, and <a class="el" href="mot_8cpp-source.html#l00464">NL3D::IModel::IModel</a>. </td>
+ </tr>
+</table>
+<a name="z802_2" doxytag="NL3D::CSkeletonModel::decBoneUsage"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::decBoneUsage </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>i</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0">TBoneUsageType</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>boneUsageType</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+decrement the refCount of the ith bone. set forced to the same param passed when <a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_1">incBoneUsage</a>().
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00212">212</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00377">_BoneToComputeDirty</a>, <a class="el" href="skeleton__model_8h-source.html#l00373">_BoneUsage</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, <a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0s3">UsageForced</a>, and <a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0s2">UsageNormal</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00265">decForcedBoneUsageAndParents</a>. </td>
+ </tr>
+</table>
+<a name="z806_2" doxytag="NL3D::CSkeletonModel::decForcedBoneUsageAndParents"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::decForcedBoneUsageAndParents </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>i</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>forceCLod</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+increment the refCount of the ith bone and its parents. for stickObjects.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00265">265</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00075">Bones</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00212">decBoneUsage</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00478">detachSkeletonSon</a>. </td>
+ </tr>
+</table>
+<a name="z801_3" doxytag="NL3D::CSkeletonModel::detachSkeletonSon"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::detachSkeletonSon </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CTransform.html">CTransform</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>mi</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+unparent a <a class="el" href="classNL3D_1_1CTransform.html">CTransform</a> from a bone of the skeleton, or unbind a skin.
+<p>
+No-op if not a son of this skeleton NB: mi is made son of Root in Traversals Hrc, and change are made at render() for ClipTrav. NB: For Skins, all Hrc/Clip/ValidateList link is done here
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00478">478</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00319">_Skins</a>, <a class="el" href="skeleton__model_8h-source.html#l00321">_StickedObjects</a>, <a class="el" href="skeleton__model_8h-source.html#l00431">ClipTrav</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00265">decForcedBoneUsageAndParents</a>, <a class="el" href="skeleton__model_8h-source.html#l00249">dirtLodVertexColor</a>, <a class="el" href="skeleton__model_8h-source.html#l00128">dirtSkinRenderLists</a>, <a class="el" href="skeleton__model_8h-source.html#l00430">HrcTrav</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00119">~CSkeletonModel</a>. </td>
+ </tr>
+</table>
+<a name="z804_13" doxytag="NL3D::CSkeletonModel::dirtLodVertexColor"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::dirtLodVertexColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Called by <a class="el" href="classNL3D_1_1CTransform.html#z850_0">CTransform::setMeanColor</a>().
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00249">249</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00421">_CLodVertexColorDirty</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00393">bindSkin</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00478">detachSkeletonSon</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00447">stickObjectEx</a>. </td>
+ </tr>
+</table>
+<a name="z801_4" doxytag="NL3D::CSkeletonModel::dirtSkinRenderLists"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::dirtSkinRenderLists </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Force the skeletonModel to recompute at next render which skins to render, at wich pass.
+<p>
+If you call <a class="el" href="classNL3D_1_1CTransform.html#a1">setOpacity</a>()/<a class="el" href="classNL3D_1_1CTransform.html#a0">setTransparency</a>() on one of the skins binded to the skeleton, you should call this method, else strange result may occurs. NB: this is automatically called by <a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_0">bindSkin</a>()/<a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_3">detachSkeletonSon</a>()
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00128">128</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00324">_SkinToRenderDirty</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00393">bindSkin</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00478">detachSkeletonSon</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l01425">resetDefaultMRMDistanceSetup</a>. </td>
+ </tr>
+</table>
+<a name="z802_3" doxytag="NL3D::CSkeletonModel::flagBoneAndParents"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::flagBoneAndParents </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>boneId</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; bool &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>boneUsage</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+This method update boneUsage (must be of size of Bones).
+<p>
+It's flag boneUsage[boneId] to true, and all parents of boneId.
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00236">236</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00075">Bones</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
+ </tr>
+</table>
+<a name="z803_5" doxytag="NL3D::CSkeletonModel::getActiveBoneSkinMatrix"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp; NL3D::CSkeletonModel::getActiveBoneSkinMatrix </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>boneId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+if Bones[boneId] is "Computed" (usage/lod), return Bones[boneId].getBoneSkinMatrix() else return parent ones (recurs, but precomputed).
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00383">383</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00373">_BoneUsage</a>, and <a class="el" href="skeleton__model_8h-source.html#l00075">Bones</a>. </td>
+ </tr>
+</table>
+<a name="z803_0" doxytag="NL3D::CSkeletonModel::getBoneIdByName"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a10">sint32</a> NL3D::CSkeletonModel::getBoneIdByName </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>name</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return, from skeleton shape, the BoneIdByName. -1 if not here.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00536">536</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00294">CSkeletonShape</a>, and <a class="el" href="transform__shape_8h-source.html#l00073">NL3D::CTransformShape::Shape</a>. </td>
+ </tr>
+</table>
+<a name="z803_4" doxytag="NL3D::CSkeletonModel::getInterpolationDistance"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSkeletonModel::getInterpolationDistance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+see <a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_3">setInterpolationDistance</a>().
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00555">555</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00383">_LodInterpMultiplier</a>. </td>
+ </tr>
+</table>
+<a name="z804_3" doxytag="NL3D::CSkeletonModel::getLodCharacterAnimId"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CSkeletonModel::getLodCharacterAnimId </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00214">214</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00416">_CLodInstance</a>. </td>
+ </tr>
+</table>
+<a name="z804_5" doxytag="NL3D::CSkeletonModel::getLodCharacterAnimTime"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a> NL3D::CSkeletonModel::getLodCharacterAnimTime </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00216">216</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00416">_CLodInstance</a>, and <a class="el" href="animation__time_8h-source.html#l00045">NL3D::TGlobalAnimationTime</a>. </td>
+ </tr>
+</table>
+<a name="z804_10" doxytag="NL3D::CSkeletonModel::getLodCharacterDistance"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSkeletonModel::getLodCharacterDistance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+see setLodCharacterDistance. 0 if disabled.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00234">234</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00412">_LodCharacterDistance</a>. </td>
+ </tr>
+</table>
+<a name="z804_1" doxytag="NL3D::CSkeletonModel::getLodCharacterShape"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a14">sint</a> NL3D::CSkeletonModel::getLodCharacterShape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+see setLodCharacterShape.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00210">210</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00416">_CLodInstance</a>. </td>
+ </tr>
+</table>
+<a name="z804_7" doxytag="NL3D::CSkeletonModel::getLodCharacterWrapMode"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CSkeletonModel::getLodCharacterWrapMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00220">220</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00416">_CLodInstance</a>. </td>
+ </tr>
+</table>
+<a name="z803_2" doxytag="NL3D::CSkeletonModel::getNumBoneComputed"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CSkeletonModel::getNumBoneComputed </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return the number of bones currently animated/computed (because of <a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_0">bindSkin</a>()/<a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_1">stickObject</a>() / Lod system).
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00162">162</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00375">_BoneToCompute</a>. </td>
+ </tr>
+</table>
+<a name="z805_0" doxytag="NL3D::CSkeletonModel::getNumTriangles"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSkeletonModel::getNumTriangles </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>distance</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Special version for skins.
+<p>
+
+<p>
+Reimplemented from <a class="el" href="classNL3D_1_1CTransformShape.html#z857_0">NL3D::CTransformShape</a>.
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l01393">1393</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00335">_LevelDetail</a>, and <a class="el" href="skeleton__model_8h-source.html#l00226">isDisplayedAsLodCharacter</a>. </td>
+ </tr>
+</table>
+<a name="z807_0" doxytag="NL3D::CSkeletonModel::getSkeletonLightContribution"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="classNL3D_1_1CLightContribution.html">CLightContribution</a>&amp; NL3D::CSkeletonModel::getSkeletonLightContribution </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00404">404</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+References <a class="el" href="transform_8h-source.html#l00412">NL3D::CTransform::_LightContribution</a>. </td>
+ </tr>
+</table>
+<a name="z802_1" doxytag="NL3D::CSkeletonModel::incBoneUsage"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::incBoneUsage </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>i</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0">TBoneUsageType</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>boneUsageType</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+increment the refCount of the ith bone.
+<p>
+set boneUsageType to UsageNormal if enable Skeleton Bone degradation (skins) Forced usage are for Sticked objects
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00188">188</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00377">_BoneToComputeDirty</a>, <a class="el" href="skeleton__model_8h-source.html#l00373">_BoneUsage</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, <a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0s3">UsageForced</a>, and <a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0s2">UsageNormal</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00252">incForcedBoneUsageAndParents</a>. </td>
+ </tr>
+</table>
+<a name="z806_1" doxytag="NL3D::CSkeletonModel::incForcedBoneUsageAndParents"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::incForcedBoneUsageAndParents </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>i</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>forceCLod</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+increment the refCount of the ith bone and its parents. for stickObjects.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00252">252</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00075">Bones</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00188">incBoneUsage</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00447">stickObjectEx</a>. </td>
+ </tr>
+</table>
+<a name="z806_0" doxytag="NL3D::CSkeletonModel::initBoneUsages"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::initBoneUsages </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+called by <a class="el" href="classNL3D_1_1CSkeletonShape.html#z808_0">CSkeletonShape::createInstance</a>(). init the vector.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00164">164</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00375">_BoneToCompute</a>, <a class="el" href="skeleton__model_8h-source.html#l00377">_BoneToComputeDirty</a>, <a class="el" href="skeleton__model_8h-source.html#l00373">_BoneUsage</a>, <a class="el" href="skeleton__model_8h-source.html#l00379">_CurLod</a>, <a class="el" href="skeleton__model_8h-source.html#l00381">_CurLodInterp</a>, <a class="el" href="skeleton__model_8h-source.html#l00383">_LodInterpMultiplier</a>, and <a class="el" href="skeleton__model_8h-source.html#l00075">Bones</a>. </td>
+ </tr>
+</table>
+<a name="b2" doxytag="NL3D::CSkeletonModel::initModel"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::initModel </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [protected, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Build link to traversals.
+<p>
+
+<p>
+Reimplemented from <a class="el" href="classNL3D_1_1CTransform.html#b3">NL3D::CTransform</a>.
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00148">148</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00313">_ItSkeletonInScene</a>, <a class="el" href="skeleton__model_8h-source.html#l00431">ClipTrav</a>, <a class="el" href="mot_8cpp-source.html#l00489">NL3D::IModel::getObs</a>, <a class="el" href="skeleton__model_8h-source.html#l00430">HrcTrav</a>, and <a class="el" href="mot_8h-source.html#l00320">NL3D::IModel::IObs</a>. </td>
+ </tr>
+</table>
+<a name="z803_1" doxytag="NL3D::CSkeletonModel::isBoneComputed"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CSkeletonModel::isBoneComputed </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>boneId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Tell if a bone has been computed in the last frame or not. false if boneId is invalid.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00373">373</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00373">_BoneUsage</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l01435">computeRenderedBBox</a>. </td>
+ </tr>
+</table>
+<a name="a0" doxytag="NL3D::CSkeletonModel::isClipVisible"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CSkeletonModel::isClipVisible </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+tells if the skeleton has been clipped in the clip traversal.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00302">302</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+References <a class="el" href="transform_8h-source.html#l00560">NL3D::CTransform::_ClipObs</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00850">computeDisplayLodCharacterPriority</a>. </td>
+ </tr>
+</table>
+<a name="z804_8" doxytag="NL3D::CSkeletonModel::isDisplayedAsLodCharacter"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CSkeletonModel::isDisplayedAsLodCharacter </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+True if the skeleton model and his skins are to be displayed with a <a class="el" href="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a>, instead of the <a class="el" href="namespacestd.html">std</a> way This state is modified early during the HRC Traversal.
+<p>
+Because Clip traversal need this result.
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00226">226</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00409">_DisplayedAsLodCharacter</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l01393">getNumTriangles</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00279">updateBoneToCompute</a>. </td>
+ </tr>
+</table>
+<a name="d0" doxytag="NL3D::CSkeletonModel::registerBasic"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::registerBasic </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Call at the begining of the program, to register the model, and the basic observers.
+<p>
+
+<p>
+Reimplemented from <a class="el" href="classNL3D_1_1CTransformShape.html#d0">NL3D::CTransformShape</a>.
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00055">55</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="anim__detail__trav_8h-source.html#l00050">NL3D::AnimDetailTravId</a>, <a class="el" href="render__trav_8h-source.html#l00064">NL3D::RenderTravId</a>, <a class="el" href="skeleton__model_8h-source.html#l00051">NL3D::SkeletonModelId</a>, and <a class="el" href="transform__shape_8h-source.html#l00055">NL3D::TransformShapeId</a>. </td>
+ </tr>
+</table>
+<a name="z800_1" doxytag="NL3D::CSkeletonModel::registerToChannelMixer"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::registerToChannelMixer </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CChannelMixer.html">CChannelMixer</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>chanMixer</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>prefix</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+register transform channels (in global anim mode).
+<p>
+<dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1CTransform.html#a11">setChannelMixerOwnerShip</a> </dl>
+<p>
+Reimplemented from <a class="el" href="classNL3D_1_1CTransform.html#z846_1">NL3D::CTransform</a>.
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00064">64</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00075">Bones</a>. </td>
+ </tr>
+</table>
+<a name="z805_2" doxytag="NL3D::CSkeletonModel::resetDefaultMRMDistanceSetup"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::resetDefaultMRMDistanceSetup </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Reset the Default MRM setup: follow MAX skin setup (ie the finer).
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l01425">1425</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00326">_DefaultMRMSetup</a>, and <a class="el" href="skeleton__model_8h-source.html#l00128">dirtSkinRenderLists</a>. </td>
+ </tr>
+</table>
+<a name="z804_12" doxytag="NL3D::CSkeletonModel::setDisplayLodCharacterFlag"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::setDisplayLodCharacterFlag </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>displayCLod</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Called in ClipTrav pass.
+<p>
+setup the flag.
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00892">892</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00377">_BoneToComputeDirty</a>, <a class="el" href="skeleton__model_8h-source.html#l00416">_CLodInstance</a>, <a class="el" href="skeleton__model_8h-source.html#l00409">_DisplayedAsLodCharacter</a>, and <a class="el" href="skeleton__model_8h-source.html#l00412">_LodCharacterDistance</a>. </td>
+ </tr>
+</table>
+<a name="z803_3" doxytag="NL3D::CSkeletonModel::setInterpolationDistance"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::setInterpolationDistance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>dist</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+change the Lod Bone interpolation distance (in meters).
+<p>
+If 0, interpolation is disabled. The smaller this value is, the more Lod skeleton system will "pop". Default is 0.5 meters.
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00544">544</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00383">_LodInterpMultiplier</a>. </td>
+ </tr>
+</table>
+<a name="z804_2" doxytag="NL3D::CSkeletonModel::setLodCharacterAnimId"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::setLodCharacterAnimId </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>animId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Change/get the Character Lod anim setup.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00831">831</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00416">_CLodInstance</a>. </td>
+ </tr>
+</table>
+<a name="z804_4" doxytag="NL3D::CSkeletonModel::setLodCharacterAnimTime"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::setLodCharacterAnimTime </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>time</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00837">837</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00416">_CLodInstance</a>, and <a class="el" href="animation__time_8h-source.html#l00045">NL3D::TGlobalAnimationTime</a>. </td>
+ </tr>
+</table>
+<a name="z804_9" doxytag="NL3D::CSkeletonModel::setLodCharacterDistance"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::setLodCharacterDistance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>dist</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+This is the distance at which the skeleton use a <a class="el" href="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a> to display himself if 0, never display the skeleton as a <a class="el" href="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a>.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00705">705</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00412">_LodCharacterDistance</a>, and <a class="el" href="skeleton__model_8h-source.html#l00413">_OOLodCharacterDistance</a>. </td>
+ </tr>
+</table>
+<a name="z804_0" doxytag="NL3D::CSkeletonModel::setLodCharacterShape"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::setLodCharacterShape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>shapeId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Change the Character Lod shape Id. set -1 if want to disable the feature (default).
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00715">715</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00416">_CLodInstance</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00119">~CSkeletonModel</a>. </td>
+ </tr>
+</table>
+<a name="z804_6" doxytag="NL3D::CSkeletonModel::setLodCharacterWrapMode"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::setLodCharacterWrapMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>wrapMode</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+tells if the animation must loop or clamp.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00843">843</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00416">_CLodInstance</a>. </td>
+ </tr>
+</table>
+<a name="z801_1" doxytag="NL3D::CSkeletonModel::stickObject"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::stickObject </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CTransform.html">CTransform</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>mi</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>boneId</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+parent a <a class="el" href="classNL3D_1_1CTransform.html">CTransform</a> to a bone of the skeleton.
+<p>
+NB: <a class="el" href="classNL3D_1_1CTransform.html#b1">~CTransform</a>() calls <a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_3">detachSkeletonSon</a>(). NB: <a class="el" href="debug_8h.html#a6">nlassert</a>() if there is too many skins/sticked objects on this skeleton (more than 255). NB: an object can't be skinned and sticked at same time :) NB: replaced if already here. NB: mi is made son of skeleton model in Traversals Hrc, and change are made at render() for ClipTrav.
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00441">441</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8cpp-source.html#l00447">stickObjectEx</a>. </td>
+ </tr>
+</table>
+<a name="z801_2" doxytag="NL3D::CSkeletonModel::stickObjectEx"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::stickObjectEx </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CTransform.html">CTransform</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>mi</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>boneId</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>forceCLod</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+same method as <a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_1">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="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a>) NB: if "mi" is a skeleton model, forceCLod is considerer true, whatever the value passed in.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00447">447</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00321">_StickedObjects</a>, <a class="el" href="skeleton__model_8h-source.html#l00431">ClipTrav</a>, <a class="el" href="skeleton__model_8h-source.html#l00249">dirtLodVertexColor</a>, <a class="el" href="skeleton__model_8h-source.html#l00430">HrcTrav</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00252">incForcedBoneUsageAndParents</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00441">stickObject</a>. </td>
+ </tr>
+</table>
+<a name="z806_3" doxytag="NL3D::CSkeletonModel::updateBoneToCompute"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::updateBoneToCompute </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+According to Usage, ForedUsage and current skeleton Lod, update MustCompute and ValidBoneSkinMatrix.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l00279">279</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00375">_BoneToCompute</a>, <a class="el" href="skeleton__model_8h-source.html#l00377">_BoneToComputeDirty</a>, <a class="el" href="skeleton__model_8h-source.html#l00373">_BoneUsage</a>, <a class="el" href="skeleton__model_8h-source.html#l00379">_CurLod</a>, <a class="el" href="skeleton__model_8h-source.html#l00383">_LodInterpMultiplier</a>, <a class="el" href="skeleton__model_8h-source.html#l00075">Bones</a>, <a class="el" href="skeleton__model_8h-source.html#l00294">CSkeletonShape</a>, <a class="el" href="transform_8h-source.html#l00427">NL3D::CTransform::getChannelMixer</a>, <a class="el" href="skeleton__model_8h-source.html#l00226">isDisplayedAsLodCharacter</a>, and <a class="el" href="transform__shape_8h-source.html#l00073">NL3D::CTransformShape::Shape</a>. </td>
+ </tr>
+</table>
+<a name="a1" doxytag="NL3D::CSkeletonModel::updateSkinRenderLists"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSkeletonModel::updateSkinRenderLists </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8cpp-source.html#l01010">1010</a> of file <a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a>.
+<p>
+References <a class="el" href="skeleton__model_8h-source.html#l00332">_AnimDetailSkins</a>, <a class="el" href="skeleton__model_8h-source.html#l00335">_LevelDetail</a>, <a class="el" href="skeleton__model_8h-source.html#l00329">_OpaqueSkins</a>, <a class="el" href="skeleton__model_8h-source.html#l00319">_Skins</a>, <a class="el" href="skeleton__model_8h-source.html#l00324">_SkinToRenderDirty</a>, <a class="el" href="skeleton__model_8h-source.html#l00330">_TransparentSkins</a>, <a class="el" href="skeleton__model_8cpp-source.html#l01125">buildDefaultLevelDetail</a>, <a class="el" href="object__vector_8h-source.html#l00118">NLMISC::CObjectVector&lt; CTransform *, false &gt;::clear</a>, <a class="el" href="transform_8cpp-source.html#l00056">NL3D::CTransform::CTransform</a>, <a class="el" href="transform__shape_8cpp-source.html#l00058">NL3D::CTransformShape::CTransformShape</a>, <a class="el" href="skeleton__model_8h-source.html#l00317">ItTransformSet</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, <a class="el" href="object__vector_8h-source.html#l00131">NLMISC::CObjectVector&lt; CTransform *, false &gt;::resize</a>, and <a class="el" href="transform_8h-source.html#l00113">NL3D::CTransform::setTransparency</a>. </td>
+ </tr>
+</table>
+<hr><h2>Friends And Related Function Documentation</h2>
+<a name="l1" doxytag="NL3D::CSkeletonModel::CSkeletonModelAnimDetailObs"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> friend class CSkeletonModelAnimDetailObs<code> [friend]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Reimplemented from <a class="el" href="classNL3D_1_1CTransform.html#l5">NL3D::CTransform</a>.
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00295">295</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>. </td>
+ </tr>
+</table>
+<a name="l2" doxytag="NL3D::CSkeletonModel::CSkeletonModelRenderObs"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> friend class CSkeletonModelRenderObs<code> [friend]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Reimplemented from <a class="el" href="classNL3D_1_1CTransform.html#l6">NL3D::CTransform</a>.
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00296">296</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>. </td>
+ </tr>
+</table>
+<a name="l0" doxytag="NL3D::CSkeletonModel::CSkeletonShape"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> friend class CSkeletonShape<code> [friend]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00294">294</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00536">getBoneIdByName</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00279">updateBoneToCompute</a>. </td>
+ </tr>
+</table>
+<a name="l3" doxytag="NL3D::CSkeletonModel::CTransformClipObs"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> friend class CTransformClipObs<code> [friend]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Reimplemented from <a class="el" href="classNL3D_1_1CTransform.html#l1">NL3D::CTransform</a>.
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00297">297</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Data Documentation</h2>
+<a name="o7" doxytag="NL3D::CSkeletonModel::_AnimDetailSkins"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CSkeletonModel.html#u2">TTransformArray</a> NL3D::CSkeletonModel::_AnimDetailSkins<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00332">332</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l01010">updateSkinRenderLists</a>. </td>
+ </tr>
+</table>
+<a name="z806_5" doxytag="NL3D::CSkeletonModel::_BoneToCompute"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="structNL3D_1_1CSkeletonModel_1_1CBoneCompute.html">CBoneCompute</a>&gt; NL3D::CSkeletonModel::_BoneToCompute<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+List of bones to compute.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00375">375</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8h-source.html#l00162">getNumBoneComputed</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00164">initBoneUsages</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00279">updateBoneToCompute</a>. </td>
+ </tr>
+</table>
+<a name="z806_6" doxytag="NL3D::CSkeletonModel::_BoneToComputeDirty"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CSkeletonModel::_BoneToComputeDirty<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Flag set if the MRSkeleton lod change, or if a new bone Usage change (only if was 0 or become 0).
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00377">377</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00212">decBoneUsage</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00188">incBoneUsage</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00164">initBoneUsages</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00892">setDisplayLodCharacterFlag</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00279">updateBoneToCompute</a>. </td>
+ </tr>
+</table>
+<a name="z806_4" doxytag="NL3D::CSkeletonModel::_BoneUsage"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="structNL3D_1_1CSkeletonModel_1_1CBoneUsage.html">CBoneUsage</a>&gt; NL3D::CSkeletonModel::_BoneUsage<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The list of BoneUsage. Updated by Meshes, <a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_1">stickObject</a>(), and lod changes.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00373">373</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l01476">computeCurrentBBox</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00212">decBoneUsage</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00383">getActiveBoneSkinMatrix</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00188">incBoneUsage</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00164">initBoneUsages</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00373">isBoneComputed</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00279">updateBoneToCompute</a>. </td>
+ </tr>
+</table>
+<a name="z807_5" doxytag="NL3D::CSkeletonModel::_CLodInstance"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a> NL3D::CSkeletonModel::_CLodInstance<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The Lod instance. -1 by default.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00416">416</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00923">computeCLodVertexColors</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00850">computeDisplayLodCharacterPriority</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00744">computeLodTexture</a>, <a class="el" href="skeleton__model_8h-source.html#l00214">getLodCharacterAnimId</a>, <a class="el" href="skeleton__model_8h-source.html#l00216">getLodCharacterAnimTime</a>, <a class="el" href="skeleton__model_8h-source.html#l00210">getLodCharacterShape</a>, <a class="el" href="skeleton__model_8h-source.html#l00220">getLodCharacterWrapMode</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00892">setDisplayLodCharacterFlag</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00831">setLodCharacterAnimId</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00837">setLodCharacterAnimTime</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00715">setLodCharacterShape</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00843">setLodCharacterWrapMode</a>. </td>
+ </tr>
+</table>
+<a name="z807_6" doxytag="NL3D::CSkeletonModel::_CLodVertexColorDirty"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CSkeletonModel::_CLodVertexColorDirty<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+dirt when a bindSkin/stickObject/detachSkeletonSon is called dirt when a transform mean color is changed.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00421">421</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00078">CSkeletonModel</a>, and <a class="el" href="skeleton__model_8h-source.html#l00249">dirtLodVertexColor</a>. </td>
+ </tr>
+</table>
+<a name="z806_7" doxytag="NL3D::CSkeletonModel::_CurLod"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CSkeletonModel::_CurLod<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The current lod activated for this skeleton.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00379">379</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00164">initBoneUsages</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00279">updateBoneToCompute</a>. </td>
+ </tr>
+</table>
+<a name="z806_8" doxytag="NL3D::CSkeletonModel::_CurLodInterp"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSkeletonModel::_CurLodInterp<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The current lod Interpolation Value for this skeleton.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00381">381</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00164">initBoneUsages</a>. </td>
+ </tr>
+</table>
+<a name="o4" doxytag="NL3D::CSkeletonModel::_DefaultMRMSetup"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CSkeletonModel::_DefaultMRMSetup<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00326">326</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l01404">changeMRMDistanceSetup</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00078">CSkeletonModel</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l01425">resetDefaultMRMDistanceSetup</a>. </td>
+ </tr>
+</table>
+<a name="z807_2" doxytag="NL3D::CSkeletonModel::_DisplayedAsLodCharacter"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CSkeletonModel::_DisplayedAsLodCharacter<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+True if the skeleton model and his skins have to be displayed with a <a class="el" href="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a>, instead of the <a class="el" href="namespacestd.html">std</a> way This state is modified early during the HRC Traversal.
+<p>
+Because Clip traversal need this result.
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00409">409</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00078">CSkeletonModel</a>, <a class="el" href="skeleton__model_8h-source.html#l00226">isDisplayedAsLodCharacter</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00892">setDisplayLodCharacterFlag</a>. </td>
+ </tr>
+</table>
+<a name="o0" doxytag="NL3D::CSkeletonModel::_ItSkeletonInScene"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classstd_1_1list.html">std::list</a>&lt;CSkeletonModel*&gt;::iterator NL3D::CSkeletonModel::_ItSkeletonInScene<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00313">313</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00148">initModel</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00119">~CSkeletonModel</a>. </td>
+ </tr>
+</table>
+<a name="o8" doxytag="NL3D::CSkeletonModel::_LevelDetail"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CMRMLevelDetail.html">CMRMLevelDetail</a> NL3D::CSkeletonModel::_LevelDetail<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00335">335</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l01125">buildDefaultLevelDetail</a>, <a class="el" href="skeleton__model_8cpp-source.html#l01404">changeMRMDistanceSetup</a>, <a class="el" href="skeleton__model_8cpp-source.html#l01393">getNumTriangles</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l01010">updateSkinRenderLists</a>. </td>
+ </tr>
+</table>
+<a name="z807_3" doxytag="NL3D::CSkeletonModel::_LodCharacterDistance"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSkeletonModel::_LodCharacterDistance<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+see setLodCharacterDistance.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00412">412</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00850">computeDisplayLodCharacterPriority</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00078">CSkeletonModel</a>, <a class="el" href="skeleton__model_8h-source.html#l00234">getLodCharacterDistance</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00892">setDisplayLodCharacterFlag</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00705">setLodCharacterDistance</a>. </td>
+ </tr>
+</table>
+<a name="z806_9" doxytag="NL3D::CSkeletonModel::_LodInterpMultiplier"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSkeletonModel::_LodInterpMultiplier<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+For lod interpolation. Inverse of distance. If 0, disable interpolation.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00383">383</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00555">getInterpolationDistance</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00164">initBoneUsages</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00544">setInterpolationDistance</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00279">updateBoneToCompute</a>. </td>
+ </tr>
+</table>
+<a name="z807_4" doxytag="NL3D::CSkeletonModel::_OOLodCharacterDistance"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSkeletonModel::_OOLodCharacterDistance<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00413">413</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00850">computeDisplayLodCharacterPriority</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00078">CSkeletonModel</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00705">setLodCharacterDistance</a>. </td>
+ </tr>
+</table>
+<a name="o5" doxytag="NL3D::CSkeletonModel::_OpaqueSkins"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CSkeletonModel.html#u2">TTransformArray</a> NL3D::CSkeletonModel::_OpaqueSkins<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00329">329</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l01010">updateSkinRenderLists</a>. </td>
+ </tr>
+</table>
+<a name="o1" doxytag="NL3D::CSkeletonModel::_Skins"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CSkeletonModel.html#u0">TTransformSet</a> NL3D::CSkeletonModel::_Skins<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The skins.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00319">319</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00393">bindSkin</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00923">computeCLodVertexColors</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00744">computeLodTexture</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00478">detachSkeletonSon</a>, <a class="el" href="skeleton__model_8cpp-source.html#l01010">updateSkinRenderLists</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00119">~CSkeletonModel</a>. </td>
+ </tr>
+</table>
+<a name="o3" doxytag="NL3D::CSkeletonModel::_SkinToRenderDirty"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CSkeletonModel::_SkinToRenderDirty<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00324">324</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00078">CSkeletonModel</a>, <a class="el" href="skeleton__model_8h-source.html#l00128">dirtSkinRenderLists</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l01010">updateSkinRenderLists</a>. </td>
+ </tr>
+</table>
+<a name="o2" doxytag="NL3D::CSkeletonModel::_StickedObjects"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CSkeletonModel.html#u0">TTransformSet</a> NL3D::CSkeletonModel::_StickedObjects<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The StickedObjects.
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00321">321</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00923">computeCLodVertexColors</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00478">detachSkeletonSon</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00447">stickObjectEx</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00119">~CSkeletonModel</a>. </td>
+ </tr>
+</table>
+<a name="o6" doxytag="NL3D::CSkeletonModel::_TransparentSkins"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CSkeletonModel.html#u2">TTransformArray</a> NL3D::CSkeletonModel::_TransparentSkins<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00330">330</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l01010">updateSkinRenderLists</a>. </td>
+ </tr>
+</table>
+<a name="m0" doxytag="NL3D::CSkeletonModel::Bones"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="classNL3D_1_1CBone.html">CBone</a>&gt; NL3D::CSkeletonModel::Bones
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The list of <a class="el" href="classNL3D_1_1CBone.html">CBone</a>, created from the <a class="el" href="classNL3D_1_1CSkeletonShape.html">CSkeletonShape</a>.
+<p>
+They are odered in depth-first order.
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00075">75</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00685">computeAllBones</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00923">computeCLodVertexColors</a>, <a class="el" href="skeleton__model_8cpp-source.html#l01476">computeCurrentBBox</a>, <a class="el" href="skeleton__model_8cpp-source.html#l01435">computeRenderedBBox</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00265">decForcedBoneUsageAndParents</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00236">flagBoneAndParents</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00383">getActiveBoneSkinMatrix</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00252">incForcedBoneUsageAndParents</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00164">initBoneUsages</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00064">registerToChannelMixer</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00279">updateBoneToCompute</a>. </td>
+ </tr>
+</table>
+<a name="o10" doxytag="NL3D::CSkeletonModel::ClipTrav"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CClipTrav.html">CClipTrav</a>* NL3D::CSkeletonModel::ClipTrav<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00431">431</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00393">bindSkin</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00850">computeDisplayLodCharacterPriority</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00078">CSkeletonModel</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00478">detachSkeletonSon</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00148">initModel</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00447">stickObjectEx</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00119">~CSkeletonModel</a>. </td>
+ </tr>
+</table>
+<a name="o9" doxytag="NL3D::CSkeletonModel::HrcTrav"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CHrcTrav.html">CHrcTrav</a>* NL3D::CSkeletonModel::HrcTrav<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="skeleton__model_8h-source.html#l00430">430</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00393">bindSkin</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00078">CSkeletonModel</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00478">detachSkeletonSon</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00148">initModel</a>, and <a class="el" href="skeleton__model_8cpp-source.html#l00447">stickObjectEx</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following files:<ul>
+<li><a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a><li><a class="el" href="skeleton__model_8cpp-source.html">skeleton_model.cpp</a></ul>
+
+
+<!-- footer -->
+<BR><FONT Size=+5>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </FONT>
+</TD>
+<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD>
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+</TABLE>
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