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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::USkeleton Class Reference</h1>Game interface for manipulating Skeleton.
+<a href="#_details">More...</a>
+<p>
+<code>#include &lt;<a class="el" href="u__skeleton_8h-source.html">u_skeleton.h</a>&gt;</code>
+<p>
+<p>Inheritance diagram for NL3D::USkeleton:
+<p><center><img src="classNL3D_1_1USkeleton.gif" usemap="#NL3D::USkeleton_map" border="0"></center>
+<map name="NL3D::USkeleton_map">
+<area href="classNL3D_1_1UTransform.html" alt="NL3D::UTransform" shape="rect" coords="0,56,139,80">
+<area href="classNL3D_1_1UTransformable.html" alt="NL3D::UTransformable" shape="rect" coords="0,0,139,24">
+<area href="classNL3D_1_1CSkeletonUser.html" alt="NL3D::CSkeletonUser" shape="rect" coords="0,168,139,192">
+</map>
+<a href="classNL3D_1_1USkeleton-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">Skin operation.</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z85_0">bindSkin</a> (<a class="el" href="classNL3D_1_1UInstance.html">UInstance</a> *mi)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>bind a MeshInstance skin to the skeleton.</em> <a href="#z85_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_1USkeleton.html#z85_1">stickObject</a> (<a class="el" href="classNL3D_1_1UTransform.html">UTransform</a> *mi, <a class="el" href="memory__common_8h.html#a15">uint</a> boneId)=0</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="#z85_1">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_1USkeleton.html#z85_2">stickObjectEx</a> (<a class="el" href="classNL3D_1_1UTransform.html">UTransform</a> *mi, <a class="el" href="memory__common_8h.html#a15">uint</a> boneId, bool forceCLod)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>same method as <a class="el" href="classNL3D_1_1USkeleton.html#z85_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="#z85_2">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_1USkeleton.html#z85_3">detachSkeletonSon</a> (<a class="el" href="classNL3D_1_1UTransform.html">UTransform</a> *mi)=0</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="#z85_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Bone access.</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z86_0">getNumBones</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>retrieve the number of bones.</em> <a href="#z86_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1UBone.html">UBone</a> &amp;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z86_1">getBone</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> boneId)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>retrieve the bone. nlerror if not here. (&gt;=<a class="el" href="classNL3D_1_1USkeleton.html#z86_0">getNumBones</a>()).</em> <a href="#z86_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z86_2">getBoneIdByName</a> (const std::string &amp;boneName) const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>retrieve the bone Id, by his name. -1 if not found.</em> <a href="#z86_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z86_3">isBoneComputed</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> boneId) const=0</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="#z86_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Bone Lod interaction / MRM</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z87_0">getNumBoneComputed</a> () const=0</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_1USkeleton.html#z85_0">bindSkin</a>()/<a class="el" href="classNL3D_1_1USkeleton.html#z85_1">stickObject</a>() / Lod system).</em> <a href="#z87_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_1USkeleton.html#z87_1">setInterpolationDistance</a> (float dist)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>change the Lod Bone interpolation distance (in meters).</em> <a href="#z87_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z87_2">getInterpolationDistance</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see <a class="el" href="classNL3D_1_1USkeleton.html#z87_1">setInterpolationDistance</a>().</em> <a href="#z87_2">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_1USkeleton.html#z87_3">setShapeDistMax</a> (float distMax)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Change Max Display Skeleton distance.</em> <a href="#z87_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z87_4">getShapeDistMax</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see <a class="el" href="classNL3D_1_1USkeleton.html#z87_3">setShapeDistMax</a>().</em> <a href="#z87_4">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_1USkeleton.html#z87_5">changeMRMDistanceSetup</a> (float distanceFinest, float distanceMiddle, float distanceCoarsest)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Special version for skins.</em> <a href="#z87_5">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>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z88_0">setLodCharacterShape</a> (<a class="el" href="memory__common_8h.html#a14">sint</a> shapeId)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Change the Character Lod shape Id.</em> <a href="#z88_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z88_1">getLodCharacterShape</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see setLodCharacterShape.</em> <a href="#z88_1">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_1USkeleton.html#z88_2">setLodCharacterAnimId</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> animId)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Change/get the Character Lod anim setup.</em> <a href="#z88_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z88_3">getLodCharacterAnimId</a> () const=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z88_4">setLodCharacterAnimTime</a> (<a class="el" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a> time)=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z88_5">getLodCharacterAnimTime</a> () const=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z88_6">setLodCharacterWrapMode</a> (bool wrapMode)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>tells if the animation must loop or clamp.</em> <a href="#z88_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z88_7">getLodCharacterWrapMode</a> () const=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z88_8">isDisplayedAsLodCharacter</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>True if the skeleton model and his skins have been displayed with a <a class="el" href="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a> at last scene render.</em> <a href="#z88_8">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_1USkeleton.html#z88_9">setLodCharacterDistance</a> (float dist)=0</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="#z88_9">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z88_10">getLodCharacterDistance</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see setLodCharacterDistance. 0 if disabled.</em> <a href="#z88_10">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_1USkeleton.html#z88_11">computeLodTexture</a> ()=0</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="#z88_11">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>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z89_0">computeRenderedBBox</a> (<a class="el" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;bbox)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Retrieve the current approx BBox around the skeleton, computed in the last USene::render().</em> <a href="#z89_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z89_1">computeCurrentBBox</a> (<a class="el" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;bbox, <a class="el" href="classNL3D_1_1UPlayList.html">UPlayList</a> *playList, double playTime=0, bool forceCompute=false)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>same as <a class="el" href="classNL3D_1_1USkeleton.html#z89_0">computeRenderedBBox</a>() but force animation and compute of all bones =&gt; don't need render(), but slower.</em> <a href="#z89_1">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>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z84_0">USkeleton</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>virtual&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html#z84_1">~USkeleton</a> ()</td></tr>
+</table>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+Game interface for manipulating Skeleton.
+<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="u__skeleton_8h-source.html#l00049">49</a> of file <a class="el" href="u__skeleton_8h-source.html">u_skeleton.h</a>.<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a name="z84_0" doxytag="NL3D::USkeleton::USkeleton"></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::USkeleton::USkeleton </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, protected]</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="u__skeleton_8h-source.html#l00055">55</a> of file <a class="el" href="u__skeleton_8h-source.html">u_skeleton.h</a>. </td>
+ </tr>
+</table>
+<a name="z84_1" doxytag="NL3D::USkeleton::~USkeleton"></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::USkeleton::~USkeleton </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, protected, virtual]</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="u__skeleton_8h-source.html#l00056">56</a> of file <a class="el" href="u__skeleton_8h-source.html">u_skeleton.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a name="z85_0" doxytag="NL3D::USkeleton::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"> virtual bool NL3D::USkeleton::bindSkin </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UInstance.html">UInstance</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><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+bind a MeshInstance skin to the skeleton.
+<p>
+NB: <a class="el" href="classNL3D_1_1UTransform.html#z97_1">~UTransform</a>() and <a class="el" href="classNL3D_1_1USkeleton.html#z84_1">~USkeleton</a>() call <a class="el" href="classNL3D_1_1USkeleton.html#z85_3">detachSkeletonSon</a>(). NB: <a class="el" href="debug_8h.html#a3">nlerror</a>() if mi is not a <a class="el" href="classNL3D_1_1UInstance.html">UInstance</a>. (ie a mesh instance). NB: an object can't be skinned and sticked at same time :) NB: replaced if already here. NB: when a skin is binded, the command <a class="el" href="classNL3D_1_1UTransform.html#z99_0">hide</a>(), <a class="el" href="classNL3D_1_1UTransform.html#z99_1">show</a>(), ... have no effect on it, until it is <a class="el" href="classNL3D_1_1USkeleton.html#z85_3">detachSkeletonSon</a>()-ed <dl compact><dt><b>
+Returns: </b><dd>
+false if mi is NULL or not skinnable, true otherwise </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z810_0">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z87_5" doxytag="NL3D::USkeleton::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"> virtual void NL3D::USkeleton::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"><code> [pure 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>
+NB: skins never follow their original MRM distance setup, but follow this skeleton MRM setup. Default is 3-10-50. NB: Unlike <a class="el" href="classNL3D_1_1UInstance.html#a2">UInstance::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>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z812_5">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z89_1" doxytag="NL3D::USkeleton::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"> virtual bool NL3D::USkeleton::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><a class="el" href="classNL3D_1_1UPlayList.html">UPlayList</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>playList</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>double&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>playTime</em> = 0, </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"><code> [pure virtual]</code></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_1USkeleton.html#z89_0">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>playList</em>&nbsp;</td><td>
+set NULL if no one, else this playList will be played at the time playTime </td></tr>
+<tr><td valign=top><em>forceCompute</em>&nbsp;</td><td>
+force evaluation of bbox 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>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z814_1">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z88_11" doxytag="NL3D::USkeleton::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"> virtual void NL3D::USkeleton::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><code> [pure virtual]</code></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>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z813_11">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z89_0" doxytag="NL3D::USkeleton::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"> virtual bool NL3D::USkeleton::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><code> [pure virtual]</code></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 USene::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>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z814_0">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z85_3" doxytag="NL3D::USkeleton::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"> virtual void NL3D::USkeleton::detachSkeletonSon </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UTransform.html">UTransform</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><code> [pure virtual]</code></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 here. NB: mi is placed at root of hierarchy.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z810_3">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z86_1" doxytag="NL3D::USkeleton::getBone"></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 <a class="el" href="classNL3D_1_1UBone.html">UBone</a>&amp; NL3D::USkeleton::getBone </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><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+retrieve the bone. nlerror if not here. (&gt;=<a class="el" href="classNL3D_1_1USkeleton.html#z86_0">getNumBones</a>()).
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z811_1">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z86_2" doxytag="NL3D::USkeleton::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"> virtual <a class="el" href="memory__common_8h.html#a14">sint</a> NL3D::USkeleton::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>boneName</em> </td>
+ <td class="md" valign="top">)&nbsp;</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>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+retrieve the bone Id, by his name. -1 if not found.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z811_2">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z87_2" doxytag="NL3D::USkeleton::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"> virtual float NL3D::USkeleton::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<code> [pure virtual]</code></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_1USkeleton.html#z87_1">setInterpolationDistance</a>().
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z812_2">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z88_3" doxytag="NL3D::USkeleton::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"> virtual <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::USkeleton::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> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z813_3">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z88_5" doxytag="NL3D::USkeleton::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"> virtual <a class="el" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a> NL3D::USkeleton::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> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z813_5">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z88_10" doxytag="NL3D::USkeleton::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"> virtual float NL3D::USkeleton::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> [pure virtual]</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>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z813_8">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z88_1" doxytag="NL3D::USkeleton::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"> virtual <a class="el" href="memory__common_8h.html#a14">sint</a> NL3D::USkeleton::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> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+see setLodCharacterShape.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z813_1">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z88_7" doxytag="NL3D::USkeleton::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"> virtual bool NL3D::USkeleton::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> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z813_10">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z87_0" doxytag="NL3D::USkeleton::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"> virtual <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::USkeleton::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> [pure virtual]</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_1USkeleton.html#z85_0">bindSkin</a>()/<a class="el" href="classNL3D_1_1USkeleton.html#z85_1">stickObject</a>() / Lod system).
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z812_0">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z86_0" doxytag="NL3D::USkeleton::getNumBones"></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 <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::USkeleton::getNumBones </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> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+retrieve the number of bones.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z811_0">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z87_4" doxytag="NL3D::USkeleton::getShapeDistMax"></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 float NL3D::USkeleton::getShapeDistMax </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> [pure virtual]</code></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_1USkeleton.html#z87_3">setShapeDistMax</a>().
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z812_4">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z86_3" doxytag="NL3D::USkeleton::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"> virtual bool NL3D::USkeleton::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<code> [pure virtual]</code></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>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z811_3">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z88_8" doxytag="NL3D::USkeleton::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"> virtual bool NL3D::USkeleton::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> [pure virtual]</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 have been displayed with a <a class="el" href="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a> at last scene render.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z813_6">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z87_1" doxytag="NL3D::USkeleton::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"> virtual void NL3D::USkeleton::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><code> [pure virtual]</code></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>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z812_1">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z88_2" doxytag="NL3D::USkeleton::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"> virtual void NL3D::USkeleton::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><code> [pure virtual]</code></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>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z813_2">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z88_4" doxytag="NL3D::USkeleton::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"> virtual void NL3D::USkeleton::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><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z813_4">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z88_9" doxytag="NL3D::USkeleton::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"> virtual void NL3D::USkeleton::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><code> [pure virtual]</code></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>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z813_7">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z88_0" doxytag="NL3D::USkeleton::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"> virtual void NL3D::USkeleton::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><code> [pure virtual]</code></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.
+<p>
+set -1 if want to disable the feature (default)
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z813_0">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z88_6" doxytag="NL3D::USkeleton::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"> virtual void NL3D::USkeleton::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><code> [pure virtual]</code></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>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z813_9">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z87_3" doxytag="NL3D::USkeleton::setShapeDistMax"></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 void NL3D::USkeleton::setShapeDistMax </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>distMax</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Change Max Display Skeleton distance.
+<p>
+After this distance the shape won't be displayed. setting &lt;0 means -1 and so means DistMax = infinite (default in meshs but multilod meshes). NB: This apply to the shape direclty!! ie All instances using same shape will be affected
+<p>
+Note: If the skeleton himself is sticked to an other skeleton, this setup is not taken into account. ie the skeleton clip follow the ancestor skeleton clip result (ie the first skeleton in hierarchy which is not sticked).
+<p>
+Note (complex): same remark for QuadGridClipManager interaction with this function as in <a class="el" href="classNL3D_1_1UInstance.html#a3">UInstance::setShapeDistMax</a>()
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z812_3">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z85_1" doxytag="NL3D::USkeleton::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"> virtual void NL3D::USkeleton::stickObject </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UTransform.html">UTransform</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"><code> [pure virtual]</code></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: ~CTransform() calls <a class="el" href="classNL3D_1_1USkeleton.html#z85_3">detachSkeletonSon</a>(). This object will be visible only when the Skeleton is not clipped. NB: an object can't be skinned and sticked at same time :) NB: replaced if already here.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z810_1">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<a name="z85_2" doxytag="NL3D::USkeleton::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"> virtual void NL3D::USkeleton::stickObjectEx </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UTransform.html">UTransform</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"><code> [pure virtual]</code></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_1USkeleton.html#z85_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>
+Implemented in <a class="el" href="classNL3D_1_1CSkeletonUser.html#z810_2">NL3D::CSkeletonUser</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following file:<ul>
+<li><a class="el" href="u__skeleton_8h-source.html">u_skeleton.h</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>
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