From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- docs/doxygen/nel/a02799.html | 437 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 437 insertions(+) create mode 100644 docs/doxygen/nel/a02799.html (limited to 'docs/doxygen/nel/a02799.html') diff --git a/docs/doxygen/nel/a02799.html b/docs/doxygen/nel/a02799.html new file mode 100644 index 00000000..5292688b --- /dev/null +++ b/docs/doxygen/nel/a02799.html @@ -0,0 +1,437 @@ + + +NeL: NL3D::CLodCharacterInstance class Reference + + + +
+

NL3D::CLodCharacterInstance Class Reference

#include <lod_character_instance.h> +

+


Detailed Description

+An instance of a lodCharacter (stored in CSkeletonModel).
Author:
Lionel Berenguier

+Nevrax France

+
Date:
2002
+ +

+ +

+Definition at line 53 of file lod_character_instance.h. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

Public Member Functions

 CLodCharacterInstance ()
const CUVgetUVs () const
 get a ptr on the UVs.

 ~CLodCharacterInstance ()

Data Fields

uint AnimId
 animId is the anim to use for this shape. No-Op if not found.

TGlobalAnimationTime AnimTime
 time is the time of animation

sint ShapeId
 shapeId is the id of the lod character shape to use. No-Op if not found.

std::vector< uint8VertexAlphas
bool WrapMode
 wrapMode if true, the anim loop, else just clamp


Private Attributes

CLodCharacterManager_Owner
sint _TextureId
std::vector< CUV_UVs
 The precomputed UVs. Filled by CLodCharacterManager.


Friends

class CLodCharacterManager
+


Constructor & Destructor Documentation

+

+ + + + +
+ + + + + + + + + +
NL3D::CLodCharacterInstance::CLodCharacterInstance  )  [inline]
+
+ + + + + +
+   + + +

+ +

+Definition at line 72 of file lod_character_instance.h. +

+References _TextureId, AnimId, AnimTime, ShapeId, and WrapMode. +

+

00073         {
+00074                 ShapeId= -1;
+00075                 AnimId= 0;
+00076                 AnimTime= 0;
+00077                 WrapMode= true;
+00078                 _TextureId= -1;
+00079                 _Owner= NULL;
+00080         }
+
+

+ + + + +
+ + + + + + + + + +
NL3D::CLodCharacterInstance::~CLodCharacterInstance  ) 
+
+ + + + + +
+   + + +

+ +

+Definition at line 36 of file lod_character_instance.cpp. +

+References _TextureId, nlassert, and NL3D::CLodCharacterManager::releaseInstance(). +

+

00037 {
+00038         // If the texture was allocated.
+00039         if(_TextureId>=0)
+00040         {
+00041                 nlassert(_Owner);
+00042                 _Owner->releaseInstance(*this);
+00043         }
+00044 }
+
+


Member Function Documentation

+

+ + + + +
+ + + + + + + + + +
const CUV * NL3D::CLodCharacterInstance::getUVs  )  const
+
+ + + + + +
+   + + +

+get a ptr on the UVs. +

+ +

+Definition at line 48 of file lod_character_instance.cpp. +

+References _UVs. +

+Referenced by NL3D::CLodCharacterManager::addRenderCharacterKey(). +

+

00049 {
+00050         if(_UVs.empty())
+00051                 return NULL;
+00052 
+00053         return &_UVs[0];
+00054 }
+
+


Friends And Related Function Documentation

+

+ + + + +
+ + +
friend class CLodCharacterManager [friend] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 89 of file lod_character_instance.h.

+


Field Documentation

+

+ + + + +
+ + +
CLodCharacterManager* NL3D::CLodCharacterInstance::_Owner [private] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 92 of file lod_character_instance.h. +

+Referenced by NL3D::CLodCharacterManager::getTextureInstance(), NL3D::CLodCharacterManager::initInstance(), and NL3D::CLodCharacterManager::releaseInstance().

+

+ + + + +
+ + +
sint NL3D::CLodCharacterInstance::_TextureId [private] +
+
+ + + + + +
+   + + +

+ +

+Definition at line 94 of file lod_character_instance.h. +

+Referenced by CLodCharacterInstance(), NL3D::CLodCharacterManager::endTextureCompute(), NL3D::CLodCharacterManager::getTextureInstance(), NL3D::CLodCharacterManager::initInstance(), NL3D::CLodCharacterManager::releaseInstance(), and ~CLodCharacterInstance().

+

+ + + + +
+ + +
std::vector<CUV> NL3D::CLodCharacterInstance::_UVs [private] +
+
+ + + + + +
+   + + +

+The precomputed UVs. Filled by CLodCharacterManager. +

+ +

+Definition at line 96 of file lod_character_instance.h. +

+Referenced by getUVs(), NL3D::CLodCharacterManager::initInstance(), and NL3D::CLodCharacterManager::releaseInstance().

+

+ + + + +
+ + +
uint NL3D::CLodCharacterInstance::AnimId +
+
+ + + + + +
+   + + +

+animId is the anim to use for this shape. No-Op if not found. +

+ +

+Definition at line 59 of file lod_character_instance.h. +

+Referenced by NL3D::CLodCharacterManager::addRenderCharacterKey(), CLodCharacterInstance(), NL3D::CSkeletonModel::getLodCharacterAnimId(), and NL3D::CSkeletonModel::setLodCharacterAnimId().

+

+ + + + +
+ + +
TGlobalAnimationTime NL3D::CLodCharacterInstance::AnimTime +
+
+ + + + + +
+   + + +

+time is the time of animation +

+ +

+Definition at line 61 of file lod_character_instance.h. +

+Referenced by NL3D::CLodCharacterManager::addRenderCharacterKey(), CLodCharacterInstance(), NL3D::CSkeletonModel::getLodCharacterAnimTime(), and NL3D::CSkeletonModel::setLodCharacterAnimTime().

+

+ + + + +
+ + +
sint NL3D::CLodCharacterInstance::ShapeId +
+
+ + + + + +
+   + + +

+shapeId is the id of the lod character shape to use. No-Op if not found. +

+ +

+Definition at line 57 of file lod_character_instance.h. +

+Referenced by NL3D::CLodCharacterManager::addRenderCharacterKey(), CLodCharacterInstance(), NL3D::CSkeletonModel::computeCLodVertexAlpha(), NL3D::CSkeletonModel::computeDisplayLodCharacterPriority(), NL3D::CSkeletonModel::computeLodTexture(), NL3D::CSkeletonModel::getLodCharacterShape(), NL3D::CLodCharacterManager::initInstance(), NL3D::CSkeletonModel::setDisplayLodCharacterFlag(), and NL3D::CSkeletonModel::setLodCharacterShape().

+

+ + + + +
+ + +
std::vector<uint8> NL3D::CLodCharacterInstance::VertexAlphas +
+
+ + + + + +
+   + + +

+The precomputed alpha array must be same size of the shape number vertices, else the whole mesh is supposed to be opaque. see CLodCharacterShape::startBoneAlpha() for how to build this array +

+Definition at line 69 of file lod_character_instance.h. +

+Referenced by NL3D::CLodCharacterManager::addRenderCharacterKey(), and NL3D::CSkeletonModel::computeCLodVertexAlpha().

+

+ + + + +
+ + +
bool NL3D::CLodCharacterInstance::WrapMode +
+
+ + + + + +
+   + + +

+wrapMode if true, the anim loop, else just clamp +

+ +

+Definition at line 63 of file lod_character_instance.h. +

+Referenced by NL3D::CLodCharacterManager::addRenderCharacterKey(), CLodCharacterInstance(), NL3D::CSkeletonModel::getLodCharacterWrapMode(), and NL3D::CSkeletonModel::setLodCharacterWrapMode().

+


The documentation for this class was generated from the following files: +
Generated on Tue Mar 16 06:49:48 2004 for NeL by + +doxygen +1.3.6
+ + -- cgit v1.2.1