#include <lod_character_instance.h>
Nevrax France
Definition at line 53 of file lod_character_instance.h.
Public Member Functions | |
CLodCharacterInstance () | |
const CUV * | getUVs () 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< uint8 > | VertexAlphas |
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 |
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Definition at line 72 of file lod_character_instance.h. References _TextureId, AnimId, AnimTime, ShapeId, and WrapMode.
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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 } |
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get a ptr on the UVs.
Definition at line 48 of file lod_character_instance.cpp. References _UVs. Referenced by NL3D::CLodCharacterManager::addRenderCharacterKey().
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Definition at line 89 of file lod_character_instance.h. |
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Definition at line 92 of file lod_character_instance.h. Referenced by NL3D::CLodCharacterManager::getTextureInstance(), NL3D::CLodCharacterManager::initInstance(), and NL3D::CLodCharacterManager::releaseInstance(). |
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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(). |
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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(). |
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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(). |
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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(). |
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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(). |
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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(). |