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+</td></tr></table> + + +<!-- block --> +<TABLE bgcolor="#dddddd" CELLSPACING=0 CELLPADDING=0 BORDER=0 width=100%><tr><td width=1% valign=middle><img width=6 height=14 hspace=2 vspace=2 src="http://www.nevrax.org/inc/img/reddots.gif"></TD> + <TD><B>Documentation</B></TD> + <TD ALIGN=RIGHT> </td> +</tr></table> +<!-- Generated by Doxygen 1.2.14 --> +<center> +<a class="qindex" href="index.html">Main Page</a> <a class="qindex" href="namespaces.html">Namespace List</a> <a class="qindex" href="hierarchy.html">Class Hierarchy</a> <a class="qindex" href="classes.html">Alphabetical List</a> <a class="qindex" href="annotated.html">Compound List</a> <a class="qindex" href="files.html">File List</a> <a class="qindex" href="namespacemembers.html">Namespace Members</a> <a class="qindex" href="functions.html">Compound Members</a> <a class="qindex" href="globals.html">File Members</a> <a class="qindex" href="pages.html">Related Pages</a> <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> </center> +<hr><h1>NL3D::UBone Class Reference</h1>Base interface for manipulating Bones. +<a href="#_details">More...</a> +<p> +<code>#include <<a class="el" href="u__bone_8h-source.html">u_bone.h</a>></code> +<p> +<p>Inheritance diagram for NL3D::UBone: +<p><center><img src="classNL3D_1_1UBone.gif" usemap="#NL3D::UBone_map" border="0"></center> +<map name="NL3D::UBone_map"> +<area href="classNL3D_1_1UTransformable.html" alt="NL3D::UTransformable" shape="rect" coords="0,0,139,24"> +<area href="classNL3D_1_1CBoneUser.html" alt="NL3D::CBoneUser" shape="rect" coords="0,112,139,136"> +</map> +<a href="classNL3D_1_1UBone-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0> +<tr><td colspan=2><br><h2>Public Methods</h2></td></tr> +<tr><td colspan="2"><div class="groupHeader">Special feature</div></td></tr> +<tr><td nowrap align=right valign=top>virtual const CMatrix & </td><td valign=bottom><a class="el" href="classNL3D_1_1UBone.html#z9_0">getLastWorldMatrixComputed</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>get the last world matrix computed in last render().</em> <a href="#z9_0">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr> +<tr><td colspan="2"><div class="groupHeader">Object</div></td></tr> +<tr><td nowrap align=right valign=top> </td><td valign=bottom><a class="el" href="classNL3D_1_1UBone.html#z8_0">UBone</a> ()</td></tr> +<tr><td> </td><td><font size=-1><em>Constructor. By default, RotQuat mode.</em> <a href="#z8_0">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual </td><td valign=bottom><a class="el" href="classNL3D_1_1UBone.html#z8_1">~UBone</a> ()</td></tr> +</table> +<hr><a name="_details"></a><h2>Detailed Description</h2> +Base interface for manipulating Bones. +<p> +see <a class="el" href="classNL3D_1_1UTransformable.html">UTransformable</a>. A bone comes from a <a class="el" href="classNL3D_1_1USkeleton.html">USkeleton</a>. <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="u__bone_8h-source.html#l00044">44</a> of file <a class="el" href="u__bone_8h-source.html">u_bone.h</a>.<hr><h2>Constructor & Destructor Documentation</h2> +<a name="z8_0" doxytag="NL3D::UBone::UBone"></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::UBone::UBone </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [inline, protected]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Constructor. By default, RotQuat mode. +<p> + +<p> +Definition at line <a class="el" href="u__bone_8h-source.html#l00051">51</a> of file <a class="el" href="u__bone_8h-source.html">u_bone.h</a>. </td> + </tr> +</table> +<a name="z8_1" doxytag="NL3D::UBone::~UBone"></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"> virtual NL3D::UBone::~UBone </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [inline, protected, virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="u__bone_8h-source.html#l00052">52</a> of file <a class="el" href="u__bone_8h-source.html">u_bone.h</a>. </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a name="z9_0" doxytag="NL3D::UBone::getLastWorldMatrixComputed"></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"> virtual const CMatrix& NL3D::UBone::getLastWorldMatrixComputed </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the last world matrix computed in last render(). +<p> +NB: this WM is computed in last render() only if the object was not clipped. So use it wisely. +<p> +NB: this WM may also not be computed in last render() for "Lod skeleton" reason. ie if the skeleton is too far, the engine may not compute a bone (for speed). To avoid problem, you should ask the artist what bones have such a scheme, or you could stickObject() a dummy (eg a <a class="el" href="classNL3D_1_1UTransform.html">UTransform</a>) onto this bone, because in this case, this bone will always be computed. +<p> +Implemented in <a class="el" href="classNL3D_1_1CBoneUser.html#z389_0">NL3D::CBoneUser</a>. </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following file:<ul> +<li><a class="el" href="u__bone_8h-source.html">u_bone.h</a></ul> + + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |