NL3D::IAnimCtrl Class Reference

#include <anim_ctrl.h>

Inheritance diagram for NL3D::IAnimCtrl:

NL3D::CTargetAnimCtrl

Detailed Description

This is a handler for extra Animation behavior on Skeleton Models. When a bone has ended his compute, if it has an attached AnimCtrl, it calls its ::execute() code The AnimCtrl may modify all or part of the skeleton, knowing that the sons of the bone animCtrled are still not computed. Typically, animCtrls should modify the matrix parts of the bone, and then call bone->compute(..,..,NULL)

Note: for convenience, when execute() is called on a bone, the LocalSkeletonMatrix and WorldMatrix of this bone are already computed.

Important Note about Bone Loding:

Note about UserInterface logic: CSkeletonModel and CBone appears here but are used only for the derivers of this class (that are still in 3D), so the UserInterface don't need and don't use it. Therefore, there is no way (for now) with the strict UserInterface scheme to implements new AnimCtrls. But the user is allowed to use the Layer2 (ie CScene, CSkeletonModel etc classes) to create its own AnimCtrls.

Author:
Lionel Berenguier

Nevrax France

Date:
2003

Definition at line 64 of file anim_ctrl.h.

Public Member Functions

virtual void execute (CSkeletonModel *model, CBone *bone)=0
 Called at compute() time.

virtual ~IAnimCtrl ()


Constructor & Destructor Documentation

virtual NL3D::IAnimCtrl::~IAnimCtrl  )  [inline, virtual]
 

Definition at line 67 of file anim_ctrl.h.

00067 {}


Member Function Documentation

virtual void NL3D::IAnimCtrl::execute CSkeletonModel model,
CBone bone
[pure virtual]
 

Called at compute() time.

Implemented in NL3D::CTargetAnimCtrl.

Referenced by NL3D::CBone::compute().


The documentation for this class was generated from the following file:
Generated on Tue Mar 16 08:37:15 2004 for NeL by doxygen 1.3.6