#include <anim_ctrl.h>
Inheritance diagram for NL3D::IAnimCtrl:
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.
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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 () |
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Definition at line 67 of file anim_ctrl.h.
00067 {} |
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Called at compute() time.
Implemented in NL3D::CTargetAnimCtrl. Referenced by NL3D::CBone::compute(). |