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HEIGHT="1" BORDER=0 ALT=""> +</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 1.2.2 on Sun May 13 22:26:08 2001 --> +<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::IAnimatable Class Reference</h1>An animatable object. +<a href="#_details">More...</a> +<p> +<code>#include <<a class="el" href="animatable_h-source.html">animatable.h</a>></code> +<p> +Inheritance diagram for NL3D::IAnimatable<p><center><img src="class_NL3D__IAnimatable_inherit_graph.gif" border="0" usemap="#NL3D::IAnimatable_inherit_map" alt="Inheritance graph"></center> +<map name="NL3D::IAnimatable_inherit_map"> +<area href="class_NL3D__CAnimatedMaterial.html" shape="rect" coords="0,67,160,86"> +<area href="class_NL3D__ITransformable.html" shape="rect" coords="184,67,320,86"> +<area href="class_NL3D__CBone.html" shape="rect" coords="141,134,232,153"> +<area href="class_NL3D__CTransform.html" shape="rect" coords="256,134,376,153"> +<area href="class_NL3D__CCamera.html" shape="rect" coords="111,201,215,219"> +<area href="class_NL3D__CLandscapeModel.html" shape="rect" coords="239,201,393,219"> +<area href="class_NL3D__CTransformShape.html" shape="rect" coords="417,201,569,219"> +<area href="class_NL3D__CMeshInstance.html" shape="rect" coords="244,267,380,286"> +<area href="class_NL3D__CParticleSystemModel.html" shape="rect" coords="404,267,583,286"> +<area href="class_NL3D__CSkeletonModel.html" shape="rect" coords="607,267,751,286"> +</map> +<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center>Collaboration diagram for NL3D::IAnimatable:<p><center><img src="class_NL3D__IAnimatable_coll_graph.gif" border="0" usemap="#NL3D::IAnimatable_coll_map" alt="Collaboration graph"></center> +<map name="NL3D::IAnimatable_coll_map"> +<area href="class_NLMISC__CBitSet.html" shape="rect" coords="4,1,116,19"> +</map> +<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center><a href="class_NL3D__IAnimatable-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0> +<tr><td colspan=2><br><h2>Public Types</h2></td></tr> +<tr><td nowrap align=right valign=top>enum </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#s1">TAnimValues</a> { <br> + <a class="el" href="class_NL3D__IAnimatable.html#s1s0">AnimValueLast</a> = 0 +<br> + }</td></tr> +<tr><td> </td><td><font size=-1><em>The enum of animated values.</em> <a href="#s1">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan=2><br><h2>Public Methods</h2></td></tr> +<tr><td nowrap align=right valign=top> </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a0">IAnimatable</a> ()</td></tr> +<tr><td> </td><td><font size=-1><em>Default Constructor.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="class_NL3D__IAnimatedValue.html">IAnimatedValue</a>* </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a1">getValue</a> (<a class="el" href="types_nl_h.html#a13">uint</a> valueId) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Get a value pointer.</em> <a href="#a1">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual const char* </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a2">getValueName</a> (<a class="el" href="types_nl_h.html#a13">uint</a> valueId) const = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Get animated value name.</em> <a href="#a2">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="class_NL3D__ITrack.html">ITrack</a>* </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a3">getDefaultTrack</a> (<a class="el" href="types_nl_h.html#a13">uint</a> valueId) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>Get default track pointer.</em> <a href="#a3">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a4">registerToChannelMixer</a> (<a class="el" href="class_NL3D__CChannelMixer.html">CChannelMixer</a> *chanMixer, const std::string &prefix=std::string()) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>register the Aniamtable to a channelMixer (using <a class="el" href="class_NL3D__CChannelMixer.html#a4">CChannelMixer::addChannel</a>()).</em> <a href="#a4">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a5">setFather</a> (IAnimatable *father, <a class="el" href="types_nl_h.html#a13">uint</a> fatherOwnerBit)</td></tr> +<tr><td> </td><td><font size=-1><em>Say which (if any) <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> owns this one.</em> <a href="#a5">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a6">touch</a> (<a class="el" href="types_nl_h.html#a13">uint</a> valueId, <a class="el" href="types_nl_h.html#a13">uint</a> ownerValueId)</td></tr> +<tr><td> </td><td><font size=-1><em>Touch a value because it has been modified.</em> <a href="#a6">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>bool </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a7">isTouched</a> (<a class="el" href="types_nl_h.html#a13">uint</a> valueId) const</td></tr> +<tr><td> </td><td><font size=-1><em>Return true if the value as been touched else false.</em> <a href="#a7">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a8">resize</a> (<a class="el" href="types_nl_h.html#a13">uint</a> <a class="el" href="ytable_cpp.html#a129">count</a>)</td></tr> +<tr><td> </td><td><font size=-1><em>Change value count.</em> <a href="#a8">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>void </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#b0">addValue</a> (<a class="el" href="class_NL3D__CChannelMixer.html">CChannelMixer</a> *chanMixer, <a class="el" href="types_nl_h.html#a13">uint</a> valueId, <a class="el" href="types_nl_h.html#a13">uint</a> ownerValueId, const std::string &prefix, bool detail)</td></tr> +<tr><td> </td><td><font size=-1><em>This is a tool function which add a given value to a channel.</em> <a href="#b0">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#b1">clearFlag</a> (<a class="el" href="types_nl_h.html#a13">uint</a> valueId)</td></tr> +<tr><td> </td><td><font size=-1><em>This method clear a bit in the bitset.</em> <a href="#b1">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan=2><br><h2>Private Methods</h2></td></tr> +<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#c0">propagateTouch</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="class_NLMISC__CBitSet.html">NLMISC::CBitSet</a> </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#o0">bitSet</a></td></tr> +<tr><td nowrap align=right valign=top>IAnimatable* </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#o1">_Father</a></td></tr> +<tr><td nowrap align=right valign=top><a class="el" href="types_nl_h.html#a13">uint</a> </td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#o2">_FatherOwnerBit</a></td></tr> +<tr><td colspan=2><br><h2>Friends</h2></td></tr> +<tr><td nowrap align=right valign=top>class </td><td valign=bottom><a class="el" href="#l0">IAnimatedValue</a></td></tr> +</table> +<hr><a name="_details"></a><h2>Detailed Description</h2> +An animatable object. +<p> +This object can have a set of animated values. Animated values are animated by a <a class="el" href="class_NL3D__CChannelMixer.html">CChannelMixer</a> object. Each value have a name and a default track. +<p> +An <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> may have <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> sons (list of bones, list of materails etc...). The value count and valueId of the <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> DO NOT count those sons, but register() should register his sons too. A father propagated touch system (<a class="el" href="class_NL3D__IAnimatable.html#a5">setFather</a>()) is implemented. When a son is touched, he touchs his fathers, his grandfather and so on. +<p> +When a class derives from <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a>, it must implement all the interface's methods: +<p> +extend TAnimValues enum, beginning to BaseClass::AnimValueLast, and add a bit OwnerBit. ctor(): just type "<a class="el" href="class_NL3D__IAnimatable.html#a8">IAnimatable::resize</a>() (AnimValueLast);" virtual <a class="el" href="class_NL3D__IAnimatedValue.html">IAnimatedValue</a>* getValue (uint valueId); virtual const char *getValueName (uint valueId) const; virtual <a class="el" href="class_NL3D__ITrack.html">ITrack</a>* getDefaultTrack (uint valueId); +<p> +virtual register(CChannelMixer *, const string &prefix); +<p> +Watch <a class="el" href="class_NL3D__ITransformable.html">NL3D::ITransformable</a> and <a class="el" href="class_NL3D__CTransform.html">NL3D::CTransform</a> for a good example. +<p> +<dl compact><dt> +<b>Author(s): </b><dd> + Cyril 'Hulud' Corvazier , Nevrax France </dl><dl compact><dt> +<b>Date: </b><dd> + 2001 </dl> +<p> + +<p> +Definition at line <a class="el" href="animatable_h-source.html#l00073">73</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>.<hr><h2>Member Enumeration Documentation</h2> +<a name="s1" doxytag="NL3D::IAnimatable::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 nowrap valign="top"><b> +enum NL3D::IAnimatable::TAnimValues + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +The enum of animated values. +<p> +(same system in <a class="el" href="class_NL3D__CMOT.html">CMOT</a>). Deriver should extend this enum, beginning with OwnerBit= BaseClass::AnimValueLast. "OwnerBit" system: each deriver of <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> should had an entry "OwnerBit" in this TAnimValues. This bit will be set when an <a class="el" href="class_NL3D__IAnimatedValue.html">IAnimatedValue</a> of this deriver part is touched, or if one of his <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> sons is touched (see <a class="el" href="class_NL3D__IAnimatable.html#a5">setFather</a>()). <dl compact><dt> +<b>Enumeration values:</b><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><a name="s1s0" doxytag="AnimValueLast"></a><em>AnimValueLast</em> + </td><td> +</td></tr> +</table> +</dl> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CAnimatedMaterial.html#s9">NL3D::CAnimatedMaterial</a>, <a class="el" href="class_NL3D__CCamera.html#s5">NL3D::CCamera</a>, <a class="el" href="class_NL3D__CMeshInstance.html#s2">NL3D::CMeshInstance</a>, <a class="el" href="class_NL3D__CSkeletonModel.html#s2">NL3D::CSkeletonModel</a>, and <a class="el" href="class_NL3D__ITransformable.html#s12">NL3D::ITransformable</a>. +<p> +Definition at line <a class="el" href="animatable_h-source.html#l00095">95</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>. </td> + </tr> +</table> +<hr><h2>Constructor & Destructor Documentation</h2> +<a name="a0" doxytag="NL3D::IAnimatable::IAnimatable"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +NL3D::IAnimatable::IAnimatable ( + </b></td> + <td valign="bottom"><b> +)<code> [inline]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Default Constructor. +<p> +Set number of value to 0. Deriver: should just write: <a class="el" href="class_NL3D__IAnimatable.html#a8">IAnimatable::resize</a>() (getValueCount()); +<p> +Definition at line <a class="el" href="animatable_h-source.html#l00083">83</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>. </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a name="b0" doxytag="NL3D::IAnimatable::addValue"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::IAnimatable::addValue ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="class_NL3D__CChannelMixer.html">CChannelMixer</a> * <em>chanMixer</em>, + </b></td> + </tr> + <tr> + <td></td> + <td><b> +<a class="el" href="types_nl_h.html#a13">uint</a> <em>valueId</em>, + </b></td> + </tr> + <tr> + <td></td> + <td><b> +<a class="el" href="types_nl_h.html#a13">uint</a> <em>ownerValueId</em>, + </b></td> + </tr> + <tr> + <td></td> + <td><b> +const std::string & <em>prefix</em>, + </b></td> + </tr> + <tr> + <td></td> + <td><b> +bool <em>detail</em> )<code> [protected]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +This is a tool function which add a given value to a channel. +<p> + +<p> +Definition at line <a class="el" href="animatable_cpp-source.html#l00034">34</a> of file <a class="el" href="animatable_cpp-source.html">animatable.cpp</a>. </td> + </tr> +</table> +<a name="b1" doxytag="NL3D::IAnimatable::clearFlag"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::IAnimatable::clearFlag ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="types_nl_h.html#a13">uint</a> <em>valueId</em> )<code> [inline, protected]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +This method clear a bit in the bitset. +<p> + +<p> +Definition at line <a class="el" href="animatable_h-source.html#l00227">227</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>. </td> + </tr> +</table> +<a name="a3" doxytag="NL3D::IAnimatable::getDefaultTrack"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +<a class="el" href="class_NL3D__ITrack.html">ITrack</a> * NL3D::IAnimatable::getDefaultTrack ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="types_nl_h.html#a13">uint</a> <em>valueId</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get default track pointer. +<p> +<dl compact><dt> +<b>Parameters: </b><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em>valueId</em> + </td><td> + is the animated value ID in the object we want the default track. IGNORING IANIMATABLE SONS (eg: bones, materials...). </td></tr> +</table> +</dl><dl compact><dt> +<b>Returns: </b><dd> + The pointer on the default track of the value. </dl> +<p> +Reimplemented in <a class="el" href="class_NL3D__CAnimatedMaterial.html#a6">NL3D::CAnimatedMaterial</a>, <a class="el" href="class_NL3D__CBone.html#a3">NL3D::CBone</a>, <a class="el" href="class_NL3D__CCamera.html#a12">NL3D::CCamera</a>, <a class="el" href="class_NL3D__CMeshInstance.html#a1">NL3D::CMeshInstance</a>, <a class="el" href="class_NL3D__CTransform.html#a5">NL3D::CTransform</a>, and <a class="el" href="class_NL3D__ITransformable.html#a31">NL3D::ITransformable</a>. </td> + </tr> +</table> +<a name="a1" doxytag="NL3D::IAnimatable::getValue"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +<a class="el" href="class_NL3D__IAnimatedValue.html">IAnimatedValue</a> * NL3D::IAnimatable::getValue ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="types_nl_h.html#a13">uint</a> <em>valueId</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get a value pointer. +<p> +<dl compact><dt> +<b>Parameters: </b><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em>valueId</em> + </td><td> + is the animated value ID in the object. IGNORING IANIMATABLE SONS (eg: bones, materials...). </td></tr> +</table> +</dl><dl compact><dt> +<b>Returns: </b><dd> + The pointer on the animated value. </dl> +<p> +Reimplemented in <a class="el" href="class_NL3D__CAnimatedMaterial.html#a4">NL3D::CAnimatedMaterial</a>, <a class="el" href="class_NL3D__CCamera.html#a10">NL3D::CCamera</a>, and <a class="el" href="class_NL3D__ITransformable.html#a29">NL3D::ITransformable</a>. </td> + </tr> +</table> +<a name="a2" doxytag="NL3D::IAnimatable::getValueName"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +const char * NL3D::IAnimatable::getValueName ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="types_nl_h.html#a13">uint</a> <em>valueId</em> ) const<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get animated value name. +<p> +<dl compact><dt> +<b>Parameters: </b><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em>valueId</em> + </td><td> + is the animated value ID in the object we want the name. IGNORING IANIMATABLE SONS (eg: bones, materials...). </td></tr> +</table> +</dl><dl compact><dt> +<b>Returns: </b><dd> + the name of the animated value. </dl> +<p> +Reimplemented in <a class="el" href="class_NL3D__CAnimatedMaterial.html#a5">NL3D::CAnimatedMaterial</a>, <a class="el" href="class_NL3D__CCamera.html#a11">NL3D::CCamera</a>, and <a class="el" href="class_NL3D__ITransformable.html#a30">NL3D::ITransformable</a>. </td> + </tr> +</table> +<a name="a7" doxytag="NL3D::IAnimatable::isTouched"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +bool NL3D::IAnimatable::isTouched ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="types_nl_h.html#a13">uint</a> <em>valueId</em> ) const<code> [inline]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Return true if the value as been touched else false. +<p> +<dl compact><dt> +<b>Parameters: </b><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em>valueId</em> + </td><td> + is the animated value ID in the object we want to test the touch flag. or it may be an OwnerBit. </td></tr> +</table> +</dl> +<p> +Definition at line <a class="el" href="animatable_h-source.html#l00181">181</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>. </td> + </tr> +</table> +<a name="c0" doxytag="NL3D::IAnimatable::propagateTouch"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::IAnimatable::propagateTouch ( + </b></td> + <td valign="bottom"><b> +)<code> [inline, private]</code> + </b></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="animatable_h-source.html#l00209">209</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>. </td> + </tr> +</table> +<a name="a4" doxytag="NL3D::IAnimatable::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 nowrap valign="top"><b> +void NL3D::IAnimatable::registerToChannelMixer ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="class_NL3D__CChannelMixer.html">CChannelMixer</a> * <em>chanMixer</em>, + </b></td> + </tr> + <tr> + <td></td> + <td><b> +const std::string & <em>prefix</em> = std::string() )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +register the Aniamtable to a channelMixer (using <a class="el" href="class_NL3D__CChannelMixer.html#a4">CChannelMixer::addChannel</a>()). +<p> +You MUST use this method to register Animatable. This method should:<ul> +<li>call is BaseClass method.<li>register local AnimatableValues, with channel name: prefix+<a class="el" href="class_NL3D__IAnimatable.html#a2">getValueName</a>().<li>register local sons!!. eg: matlist[0]->registerToChannelMixer(chanMixer, prefix+"mat0.").</ul> +<dl compact><dt> +<b>Parameters: </b><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em>chanMixer</em> + </td><td> + is the channel mixer. Should not be NULL. for anim detail purpose , the <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> may store a RefPtr on this channel mixer. </td></tr> +<tr><td valign=top><em>prefix</em> + </td><td> + prefix to be append to valueNames </td></tr> +</table> +</dl> +<p> +Reimplemented in <a class="el" href="class_NL3D__CAnimatedMaterial.html#a7">NL3D::CAnimatedMaterial</a>, <a class="el" href="class_NL3D__CBone.html#a4">NL3D::CBone</a>, <a class="el" href="class_NL3D__CCamera.html#a13">NL3D::CCamera</a>, <a class="el" href="class_NL3D__CMeshInstance.html#a0">NL3D::CMeshInstance</a>, <a class="el" href="class_NL3D__CSkeletonModel.html#a0">NL3D::CSkeletonModel</a>, <a class="el" href="class_NL3D__CTransform.html#a6">NL3D::CTransform</a>, and <a class="el" href="class_NL3D__ITransformable.html#a32">NL3D::ITransformable</a>. </td> + </tr> +</table> +<a name="a8" doxytag="NL3D::IAnimatable::resize"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::IAnimatable::resize ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="types_nl_h.html#a13">uint</a> <em>count</em> )<code> [inline]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Change value count. +<p> +<dl compact><dt> +<b>Parameters: </b><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em>count</em> + </td><td> + is the new value count. </td></tr> +</table> +</dl> +<p> +Definition at line <a class="el" href="animatable_h-source.html#l00192">192</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>. </td> + </tr> +</table> +<a name="a5" doxytag="NL3D::IAnimatable::setFather"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::IAnimatable::setFather ( + </b></td> + <td valign="bottom"><b> +IAnimatable * <em>father</em>, + </b></td> + </tr> + <tr> + <td></td> + <td><b> +<a class="el" href="types_nl_h.html#a13">uint</a> <em>fatherOwnerBit</em> )<code> [inline]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Say which (if any) <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> owns this one. +<p> +This is important for Touch propagation. By this system, Fathers and ancestors know if they must check their sons (<a class="el" href="class_NL3D__IAnimatable.html#a7">isTouched</a>() return true).<dl compact><dt> +<b>Parameters: </b><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em>father</em> + </td><td> + the father we must inform of our update. </td></tr> +<tr><td valign=top><em>fatherOwnerBit</em> + </td><td> + What bit of father we must set when we are updated </td></tr> +</table> +</dl> +<p> +Definition at line <a class="el" href="animatable_h-source.html#l00150">150</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>. </td> + </tr> +</table> +<a name="a6" doxytag="NL3D::IAnimatable::touch"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +void NL3D::IAnimatable::touch ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="types_nl_h.html#a13">uint</a> <em>valueId</em>, + </b></td> + </tr> + <tr> + <td></td> + <td><b> +<a class="el" href="types_nl_h.html#a13">uint</a> <em>ownerValueId</em> )<code> [inline]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Touch a value because it has been modified. +<p> +<dl compact><dt> +<b>Parameters: </b><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em>valueId</em> + </td><td> + is the animated value ID in the object we want to touch. </td></tr> +<tr><td valign=top><em>ownerValueId</em> + </td><td> + is the bit of the <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> part which owns this animated value. </td></tr> +</table> +</dl> +<p> +Definition at line <a class="el" href="animatable_h-source.html#l00165">165</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>. </td> + </tr> +</table> +<hr><h2>Friends And Related Function Documentation</h2> +<a name="l0" doxytag="NL3D::IAnimatable::IAnimatedValue"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +class IAnimatedValue<code> [friend]</code> + </b></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="animatable_h-source.html#l00075">75</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>. </td> + </tr> +</table> +<hr><h2>Member Data Documentation</h2> +<a name="o1" doxytag="NL3D::IAnimatable::_Father"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +IAnimatable * NL3D::IAnimatable::_Father<code> [private]</code> + </b></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="animatable_h-source.html#l00205">205</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>. </td> + </tr> +</table> +<a name="o2" doxytag="NL3D::IAnimatable::_FatherOwnerBit"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +<a class="el" href="types_nl_h.html#a13">uint</a> NL3D::IAnimatable::_FatherOwnerBit<code> [private]</code> + </b></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="animatable_h-source.html#l00207">207</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>. </td> + </tr> +</table> +<a name="o0" doxytag="NL3D::IAnimatable::bitSet"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td nowrap valign="top"><b> +<a class="el" href="class_NLMISC__CBitSet.html">NLMISC::CBitSet</a> NL3D::IAnimatable::bitSet<code> [private]</code> + </b></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="animatable_h-source.html#l00203">203</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>. </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following files:<ul> +<li><a class="el" href="animatable_h-source.html">animatable.h</a><li><a class="el" href="animatable_cpp-source.html">animatable.cpp</a></ul> + + +<!-- footer 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