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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 1.2.2 on Mon May 14 22:34:19 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::USkeleton Class Reference</h1>Game interface for manipulating Skeleton. +<a href="#_details">More...</a> +<p> +<code>#include <<a class="el" href="u_skeleton_h-source.html">u_skeleton.h</a>></code> +<p> +Inheritance diagram for NL3D::USkeleton<p><center><img src="class_NL3D__USkeleton_inherit_graph.gif" border="0" usemap="#NL3D::USkeleton_inherit_map" alt="Inheritance graph"></center> +<map name="NL3D::USkeleton_inherit_map"> +<area href="class_NL3D__CSkeletonUser.html" shape="rect" coords="3,200,139,219"> +<area href="class_NL3D__UTransform.html" shape="rect" coords="11,67,131,86"> +<area href="class_NL3D__UTransformable.html" shape="rect" coords="0,0,141,19"> +</map> +<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center>Collaboration diagram for NL3D::USkeleton:<p><center><img src="class_NL3D__USkeleton_coll_graph.gif" border="0" usemap="#NL3D::USkeleton_coll_map" alt="Collaboration graph"></center> +<map name="NL3D::USkeleton_coll_map"> +<area href="class_NL3D__UTransform.html" shape="rect" coords="11,67,131,85"> +<area href="class_NL3D__UTransformable.html" shape="rect" coords="0,0,141,19"> +</map> +<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center><a href="class_NL3D__USkeleton-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 nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__USkeleton.html#a0">bindSkin</a> (<a class="el" href="class_NL3D__UInstance.html">UInstance</a> *mi) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>bind a MeshInstance skin to the skeleton.</em> <a href="#a0">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__USkeleton.html#a1">stickObject</a> (<a class="el" href="class_NL3D__UTransform.html">UTransform</a> *mi, <a class="el" href="types_nl_h.html#a13">uint</a> boneId) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>parent a <a class="el" href="class_NL3D__CTransform.html">CTransform</a> to a bone of the skeleton.</em> <a href="#a1">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__USkeleton.html#a2">detachSkeletonSon</a> (<a class="el" href="class_NL3D__UTransform.html">UTransform</a> *mi) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>unparent a <a class="el" href="class_NL3D__CTransform.html">CTransform</a> from a bone of the skeleton, or unbind a skin.</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="types_nl_h.html#a13">uint</a> </td><td valign=bottom><a class="el" href="class_NL3D__USkeleton.html#a3">getNumBones</a> () const = 0</td></tr> +<tr><td> </td><td><font size=-1><em>retrieve the number of bones.</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="class_NL3D__UBone.html">UBone</a>& </td><td valign=bottom><a class="el" href="class_NL3D__USkeleton.html#a4">getBone</a> (<a class="el" href="types_nl_h.html#a13">uint</a> boneId) = 0</td></tr> +<tr><td> </td><td><font size=-1><em>retrieve the bone. nlerror if not here. (>=<a class="el" href="class_NL3D__USkeleton.html#a3">getNumBones</a>()).</em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="types_nl_h.html#a12">sint</a> </td><td valign=bottom><a class="el" href="class_NL3D__USkeleton.html#a5">getBoneIdByName</a> (const std::string &boneName) const = 0</td></tr> +<tr><td> </td><td><font size=-1><em>retrieve the bone Id, by his name. -1 if not found.</em></font><br><br></td></tr> +<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr> +<tr><td nowrap align=right valign=top> </td><td valign=bottom><a class="el" href="class_NL3D__USkeleton.html#b0">USkeleton</a> ()</td></tr> +<tr><td nowrap align=right valign=top>virtual </td><td valign=bottom><a class="el" href="class_NL3D__USkeleton.html#b1">~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(s): </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_h-source.html#l00046">46</a> of file <a class="el" href="u_skeleton_h-source.html">u_skeleton.h</a>.<hr><h2>Constructor & Destructor Documentation</h2> +<a name="b0" 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 nowrap valign="top"><b> +NL3D::USkeleton::USkeleton ( + </b></td> + <td valign="bottom"><b> +)<code> [inline, protected]</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="u_skeleton_h-source.html#l00052">52</a> of file <a class="el" href="u_skeleton_h-source.html">u_skeleton.h</a>. </td> + </tr> +</table> +<a name="b1" 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 nowrap valign="top"><b> +NL3D::USkeleton::~USkeleton ( + </b></td> + <td valign="bottom"><b> +)<code> [inline, protected, virtual]</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="u_skeleton_h-source.html#l00053">53</a> of file <a class="el" href="u_skeleton_h-source.html">u_skeleton.h</a>. </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a name="a0" 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 nowrap valign="top"><b> +void NL3D::USkeleton::bindSkin ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="class_NL3D__UInstance.html">UInstance</a> * <em>mi</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +bind a MeshInstance skin to the skeleton. +<p> +NB: <a class="el" href="class_NL3D__UTransform.html#b1">~UTransform</a>() and <a class="el" href="class_NL3D__USkeleton.html#b1">~USkeleton</a>() call <a class="el" href="class_NL3D__USkeleton.html#a2">detachSkeletonSon</a>(). NB: <a class="el" href="debug_h.html#a3">nlerror</a>() if mi is not a <a class="el" href="class_NL3D__UInstance.html">UInstance</a>. (ie a mesh instance). NB: an object can't be skinned and sticked at same time :) NB: replaced if already here. +<p> +Reimplemented in <a class="el" href="class_NL3D__CSkeletonUser.html#a2">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a name="a2" 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 nowrap valign="top"><b> +void NL3D::USkeleton::detachSkeletonSon ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="class_NL3D__UTransform.html">UTransform</a> * <em>mi</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +unparent a <a class="el" href="class_NL3D__CTransform.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> +Reimplemented in <a class="el" href="class_NL3D__CSkeletonUser.html#a4">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a name="a4" 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 nowrap valign="top"><b> +<a class="el" href="class_NL3D__UBone.html">UBone</a> & NL3D::USkeleton::getBone ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="types_nl_h.html#a13">uint</a> <em>boneId</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +retrieve the bone. nlerror if not here. (>=<a class="el" href="class_NL3D__USkeleton.html#a3">getNumBones</a>()). +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CSkeletonUser.html#a6">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a name="a5" 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 nowrap valign="top"><b> +<a class="el" href="types_nl_h.html#a12">sint</a> NL3D::USkeleton::getBoneIdByName ( + </b></td> + <td valign="bottom"><b> +const std::string & <em>boneName</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> +retrieve the bone Id, by his name. -1 if not found. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CSkeletonUser.html#a7">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a name="a3" 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 nowrap valign="top"><b> +<a class="el" href="types_nl_h.html#a13">uint</a> NL3D::USkeleton::getNumBones ( + </b></td> + <td valign="bottom"><b> +) const<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +retrieve the number of bones. +<p> + +<p> +Reimplemented in <a class="el" href="class_NL3D__CSkeletonUser.html#a5">NL3D::CSkeletonUser</a>. </td> + </tr> +</table> +<a name="a1" 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 nowrap valign="top"><b> +void NL3D::USkeleton::stickObject ( + </b></td> + <td valign="bottom"><b> +<a class="el" href="class_NL3D__UTransform.html">UTransform</a> * <em>mi</em>, + </b></td> + </tr> + <tr> + <td></td> + <td><b> +<a class="el" href="types_nl_h.html#a13">uint</a> <em>boneId</em> )<code> [pure virtual]</code> + </b></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +parent a <a class="el" href="class_NL3D__CTransform.html">CTransform</a> to a bone of the skeleton. +<p> +NB: ~CTransform() calls <a class="el" href="class_NL3D__USkeleton.html#a2">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> +Reimplemented in <a class="el" href="class_NL3D__CSkeletonUser.html#a3">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_h-source.html">u_skeleton.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> |