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/classNL3D_1_1UBone.html | 207 +++++++++++++++++++++++++++++++ 1 file changed, 207 insertions(+) create mode 100644 docs/doxygen/nel/classNL3D_1_1UBone.html (limited to 'docs/doxygen/nel/classNL3D_1_1UBone.html') diff --git a/docs/doxygen/nel/classNL3D_1_1UBone.html b/docs/doxygen/nel/classNL3D_1_1UBone.html new file mode 100644 index 00000000..20ea3ad6 --- /dev/null +++ b/docs/doxygen/nel/classNL3D_1_1UBone.html @@ -0,0 +1,207 @@ + + + + nevrax.org : docs + + + + + + + + + + + + + + +
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NL3D::UBone Class Reference

Base interface for manipulating Bones. +More... +

+#include <u_bone.h> +

+

Inheritance diagram for NL3D::UBone: +

+ +NL3D::UTransformable +NL3D::CBoneUser + +List of all members. + + + + + + + + + +

Public Methods

Special feature
virtual const CMatrix & getLastWorldMatrixComputed () const=0
 get the last world matrix computed in last render(). More...


Protected Methods

Object
 UBone ()
 Constructor. By default, RotQuat mode. More...

virtual ~UBone ()
+

Detailed Description

+Base interface for manipulating Bones. +

+see UTransformable. A bone comes from a USkeleton.

+Author:
+Lionel Berenguier , Nevrax France
+Date:
+2001
+

+ +

+Definition at line 44 of file u_bone.h.


Constructor & Destructor Documentation

+

+ + + + +
+ + + + + + + + + +
NL3D::UBone::UBone   [inline, protected]
+
+ + + + + +
+   + + +

+Constructor. By default, RotQuat mode. +

+ +

+Definition at line 51 of file u_bone.h.

+

+ + + + +
+ + + + + + + + + +
virtual NL3D::UBone::~UBone   [inline, protected, virtual]
+
+ + + + + +
+   + + +

+ +

+Definition at line 52 of file u_bone.h.

+


Member Function Documentation

+

+ + + + +
+ + + + + + + + + +
virtual const CMatrix& NL3D::UBone::getLastWorldMatrixComputed   const [pure virtual]
+
+ + + + + +
+   + + +

+get the last world matrix computed in last render(). +

+NB: this WM is computed in last render() only if the object was not clipped. So use it wisely. +

+NB: this WM may also not be computed in last render() for "Lod skeleton" reason. ie if the skeleton is too far, the engine may not compute a bone (for speed). To avoid problem, you should ask the artist what bones have such a scheme, or you could stickObject() a dummy (eg a UTransform) onto this bone, because in this case, this bone will always be computed. +

+Implemented in NL3D::CBoneUser.

+


The documentation for this class was generated from the following file: + + + +
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+ + -- cgit v1.2.1