#include <u_skeleton.h>
Inheritance diagram for NL3D::USkeleton:
Nevrax France
Definition at line 50 of file u_skeleton.h.
Public Types | |
enum | TTransformMode { DirectMatrix = 0, RotEuler, RotQuat, TransformModeCount } |
enum | TVisibility { Show = 0, Hide, Herit, VisibilityCount } |
The visibility flag. In the root case, Herit means Show. More... | |
Public Member Functions | |
virtual bool | getForceClipRoot () const=0 |
virtual bool | getLastClippedState () const=0 |
Return true if the object was rendered during the last Scene->rendere(). return false else (ie clipped). | |
virtual void | getLastParentClusters (std::vector< CCluster * > &clusters) const=0 |
Fill a list of cluster that contain this tranform. This is valid after the clip traversal. | |
virtual const CMatrix & | getLastWorldMatrixComputed () const=0 |
virtual bool | getLastWorldVisState () const=0 |
Return true if the object was determined as Visible in Hrc during the last Scene->rendere(). NB: interesting only if Herit. else can use getVisibility(). | |
virtual uint | getOrderingLayer () const=0 |
Get the ordering layer. | |
virtual void | setForceClipRoot (bool forceClipRoot)=0 |
virtual void | setLogicInfo (ILogicInfo *logicInfo)=0 |
virtual void | setOrderingLayer (uint layer)=0 |
Skin operation. | |
virtual bool | bindSkin (UInstance *mi)=0 |
virtual void | detachSkeletonSon (UTransform *mi)=0 |
virtual void | stickObject (UTransform *mi, uint boneId)=0 |
virtual void | stickObjectEx (UTransform *mi, uint boneId, bool forceCLod)=0 |
Bone Lod interaction / MRM | |
virtual void | changeMRMDistanceSetup (float distanceFinest, float distanceMiddle, float distanceCoarsest)=0 |
virtual float | getInterpolationDistance () const=0 |
see setInterpolationDistance() | |
virtual uint | getNumBoneComputed () const=0 |
return the number of bones currently animated/computed (because of bindSkin()/stickObject() / Lod system). | |
virtual float | getShapeDistMax () const=0 |
see setShapeDistMax() | |
virtual void | setInterpolationDistance (float dist)=0 |
virtual void | setShapeDistMax (float distMax)=0 |
Misc. | |
virtual bool | computeCurrentBBox (NLMISC::CAABBox &bbox, UPlayList *playList, double playTime=0, bool forceCompute=false, bool computeInWorld=false)=0 |
virtual bool | computeRenderedBBox (NLMISC::CAABBox &bbox, bool computeInWorld=false)=0 |
CLod / Character Lod | |
virtual void | computeLodTexture ()=0 |
virtual uint | getLodCharacterAnimId () const=0 |
virtual TGlobalAnimationTime | getLodCharacterAnimTime () const=0 |
virtual float | getLodCharacterDistance () const=0 |
see setLodCharacterDistance. 0 if disabled | |
virtual sint | getLodCharacterShape () const=0 |
see setLodCharacterShape | |
virtual bool | getLodCharacterWrapMode () const=0 |
virtual bool | isDisplayedAsLodCharacter () const=0 |
virtual void | setLodCharacterAnimId (uint animId)=0 |
Change/get the Character Lod anim setup. | |
virtual void | setLodCharacterAnimTime (TGlobalAnimationTime time)=0 |
virtual void | setLodCharacterDistance (float dist)=0 |
virtual void | setLodCharacterShape (sint shapeId)=0 |
virtual void | setLodCharacterWrapMode (bool wrapMode)=0 |
tells if the animation must loop or clamp. | |
Bone access. | |
virtual bool | forceComputeBone (uint boneId)=0 |
Force to compute a bone, even if object clipped. false if boneId is invalid. | |
virtual UBone & | getBone (uint boneId)=0 |
retrieve the bone. nlerror if not here. (>=getNumBones()) | |
virtual sint | getBoneIdByName (const std::string &boneName) const=0 |
retrieve the bone Id, by his name. -1 if not found. | |
virtual uint | getNumBones () const=0 |
retrieve the number of bones. | |
virtual bool | isBoneComputed (uint boneId) const=0 |
Tell if a bone has been computed in the last frame or not. false if boneId is invalid. | |
AnimCtrl (IK...) | |
virtual IAnimCtrl * | getBoneAnimCtrl (uint boneId) const=0 |
return NULL if bad BoneId | |
virtual void | setBoneAnimCtrl (uint boneId, IAnimCtrl *ctrl)=0 |
Protected Member Functions | |
Object | |
USkeleton () | |
virtual | ~USkeleton () |
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Definition at line 66 of file u_transformable.h.
00067 { 00068 DirectMatrix=0, // DirectMatrixMode . 00069 RotEuler, // Matrix is computed from sperated composantes, with euler rotation. 00070 RotQuat, // Matrix is computed from sperated composantes, with quat rotation (default). 00071 00072 TransformModeCount 00073 }; |
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The visibility flag. In the root case, Herit means Show.
Definition at line 68 of file u_transform.h.
00069 { 00070 Show=0, // The model is shown in the hierarchy 00071 Hide, // The model is hidden in the hierarchy 00072 Herit, // The model herit the visibilty from his father 00073 00074 VisibilityCount 00075 }; |
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Definition at line 56 of file u_skeleton.h.
00056 {} |
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Definition at line 57 of file u_skeleton.h.
00057 {} |
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bind a MeshInstance skin to the skeleton. NB: ~UTransform() and ~USkeleton() call detachSkeletonSon(). NB: nlerror() if mi is not a UInstance. (ie a mesh instance). NB: an object can't be skinned and sticked at same time :) NB: replaced if already here. NB: when a skin is binded, the command hide(), show(), ... have no effect on it, until it is detachSkeletonSon()-ed
Implemented in NL3D::CSkeletonUser. |
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true if the instance cast shadow. By default false
Implemented in NL3D::CTransformUser. |
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true if the instance receive shadow. By default false
Implemented in NL3D::CTransformUser. |
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Special version for skins. NB: skins never follow their original MRM distance setup, but follow this skeleton MRM setup. Default is 3-10-50. NB: Unlike UInstance::changeMRMDistanceSetup(), this setup applies to the SkeletonModel, not the shape. NB: no-op if distanceFinest<0, distanceMiddle<=distanceFinest or if distanceCoarsest<=distanceMiddle.
Implemented in NL3D::CSkeletonUser. |
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same as computeRenderedBBox() but force animation and compute of all bones => don't need render(), but slower. for all used bones, extend the bbox with their pos
Implemented in NL3D::CSkeletonUser. |
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Call it when you want the system to recompute the Lod texture NB: Lod texturing is possible only in conjunction with AsyncTextureManager. Hence, instances skinned to the skeleton should be in AsyncTextureMode. For best result, you should wait that each of these instances are isAsyncTextureReady() (texture loaded) Implemented in NL3D::CSkeletonUser. |
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Retrieve the current approx BBox around the skeleton, computed in the last USene::render(). for all computed bones, extend the bbox with their pos
Implemented in NL3D::CSkeletonUser. |
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unparent a CTransform from a bone of the skeleton, or unbind a skin. No-op if not here. NB: mi is placed at root of hierarchy. Implemented in NL3D::CSkeletonUser. |
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By default, map shadow casting is disabled. This enabled shadow for this model. Fails if the model don't support dynamic Map Shadow Casting (eg landscape) Implemented in NL3D::CTransformUser. |
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By default, map shadow receiving is disabled. This enabled shadow for this model. Fails if the model don't support dynamic Map Shadow Receiving (eg Particle system) Implemented in NL3D::CTransformUser. |
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Force to compute a bone, even if object clipped. false if boneId is invalid.
Implemented in NL3D::CSkeletonUser. |
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Optimisation: freeze the HRC so the WorldMatrix computed at next render() will be kept for long, and the model won't either be tested in HRC. NB: the model won't be tested in HRC only if this model is a "root" For maximum optimisation, you should freezeHRC() all the models of a hierarchy, from base root to leaves. NB: if the hierarchy of this object must change, or if the object must moves, you must call unfreezeHRC() first, and you should do this for all the parents of this model. Implemented in NL3D::CTransformUser. |
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retrieve the bone. nlerror if not here. (>=getNumBones())
Implemented in NL3D::CSkeletonUser. |
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return NULL if bad BoneId
Implemented in NL3D::CSkeletonUser. |
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retrieve the bone Id, by his name. -1 if not found.
Implemented in NL3D::CSkeletonUser. |
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Implemented in NL3D::CTransformUser. |
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Implemented in NL3D::CTransformUser. |
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see setInterpolationDistance()
Implemented in NL3D::CSkeletonUser. |
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Return true if the object was rendered during the last Scene->rendere(). return false else (ie clipped).
Implemented in NL3D::CTransformUser. |
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Fill a list of cluster that contain this tranform. This is valid after the clip traversal.
Implemented in NL3D::CTransformUser. |
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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. use getLastClippedState() to konw if the object was visible in last render(). Implemented in NL3D::CTransformUser. |
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Return true if the object was determined as Visible in Hrc during the last Scene->rendere(). NB: interesting only if Herit. else can use getVisibility().
Implemented in NL3D::CTransformUser. |
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Get the load Balancing group of a model. see setLoadBalancingGroup(). Implemented in NL3D::CTransformUser. |
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Call it when you want the system to recompute the Lod texture NB: Lod texturing is possible only in conjunction with AsyncTextureManager. Hence, instances skinned to the skeleton should be in AsyncTextureMode. For best result, you should wait that each of these instances are isAsyncTextureReady() (texture loaded) Implemented in NL3D::CSkeletonUser. |
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Call it when you want the system to recompute the Lod texture NB: Lod texturing is possible only in conjunction with AsyncTextureManager. Hence, instances skinned to the skeleton should be in AsyncTextureMode. For best result, you should wait that each of these instances are isAsyncTextureReady() (texture loaded) Implemented in NL3D::CSkeletonUser. |
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see setLodCharacterDistance. 0 if disabled
Implemented in NL3D::CSkeletonUser. |
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see setLodCharacterShape
Implemented in NL3D::CSkeletonUser. |
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Call it when you want the system to recompute the Lod texture NB: Lod texturing is possible only in conjunction with AsyncTextureManager. Hence, instances skinned to the skeleton should be in AsyncTextureMode. For best result, you should wait that each of these instances are isAsyncTextureReady() (texture loaded) Implemented in NL3D::CSkeletonUser. |
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Get the matrix, compute her if necessary (work in all modes).
Implemented in NL3D::CTransformableUser. Referenced by NL3D::CDriverUser::setMatrixMode3D(). |
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see setMeanColor()
Implemented in NL3D::CTransformUser. |
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return the number of bones currently animated/computed (because of bindSkin()/stickObject() / Lod system).
Implemented in NL3D::CSkeletonUser. |
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retrieve the number of bones.
Implemented in NL3D::CSkeletonUser. |
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Get the ordering layer.
Implemented in NL3D::CTransformUser. |
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Work only in Rot* mode (nlassert).
Implemented in NL3D::CTransformableUser. |
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Work only in Rot* mode (nlassert).
Implemented in NL3D::CTransformableUser. |
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Definition at line 55 of file transformable_user.cpp. References NL3D_MEM_TRANSFORMABLE.
00056 { 00057 NL3D_MEM_TRANSFORMABLE 00058 return ITransformable::getPivotValueName(); 00059 } |
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Work only in Rot* mode(nlassert).
Implemented in NL3D::CTransformableUser. |
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Work only in Rot* mode(nlassert).
Implemented in NL3D::CTransformableUser. |
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Definition at line 35 of file transformable_user.cpp. References NL3D_MEM_TRANSFORMABLE.
00036 { 00037 NL3D_MEM_TRANSFORMABLE 00038 return ITransformable::getPosValueName (); 00039 } |
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Work only in RotEuler mode(nlassert).
Implemented in NL3D::CTransformableUser. |
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Work only in RotEuler mode(nlassert).
Implemented in NL3D::CTransformableUser. |
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Definition at line 40 of file transformable_user.cpp. References NL3D_MEM_TRANSFORMABLE.
00041 { 00042 NL3D_MEM_TRANSFORMABLE 00043 return ITransformable::getRotEulerValueName(); 00044 } |
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get the current rotorder (information vlaid only when RotEuler mode).
Implemented in NL3D::CTransformableUser. |
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Work only in RotQuat mode (nlassert).
Implemented in NL3D::CTransformableUser. |
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Work only in RotQuat mode (nlassert).
Implemented in NL3D::CTransformableUser. |
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Definition at line 45 of file transformable_user.cpp. References NL3D_MEM_TRANSFORMABLE.
00046 { 00047 NL3D_MEM_TRANSFORMABLE 00048 return ITransformable::getRotQuatValueName(); 00049 } |
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Work only in Rot* mode (nlassert).
Implemented in NL3D::CTransformableUser. |
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Work only in Rot* mode (nlassert).
Implemented in NL3D::CTransformableUser. |
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Definition at line 50 of file transformable_user.cpp. References NL3D_MEM_TRANSFORMABLE.
00051 { 00052 NL3D_MEM_TRANSFORMABLE 00053 return ITransformable::getScaleValueName(); 00054 } |
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Implemented in NL3D::CSkeletonUser. |
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get the current transform mode.
Implemented in NL3D::CTransformableUser. |
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Return the user clipping state.
Implemented in NL3D::CTransformUser. |
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Get the UserLightable flag. Implemented in NL3D::CTransformUser. |
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Get the local visibility state.
Implemented in NL3D::CTransformUser. |
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herit the visibility from his father. (default behavior).
Implemented in NL3D::CTransformUser. |
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Hide the object and his sons.
Implemented in NL3D::CTransformUser. |
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Tell if a bone has been computed in the last frame or not. false if boneId is invalid.
Implemented in NL3D::CSkeletonUser. |
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True if the skeleton model and his skins have been displayed with a CLodCharacterShape at last scene render Implemented in NL3D::CSkeletonUser. |
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Implemented in NL3D::CTransformUser. |
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Implemented in NL3D::CTransformUser. |
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Setup Matrix by the lookAt method. Work only in DirectMatrix mode and RotQuat mode (not euler...).
Implemented in NL3D::CTransformableUser. |
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Hierarchy edit. unlink this from oldparent, and make this be a son of newFather. if this was already a son of newFather, no-op.
Implemented in NL3D::CTransformUser. |
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Set a special ctrl on a bone. see IAnimCtrl. set to NULL if you want to reset this bone AnimCtrl. No-op if Bad BoneId. Implemented in NL3D::CSkeletonUser. |
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Implemented in NL3D::CTransformUser. |
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Force the transform to always be attached to the root As a consequence, it can't be inserted into a cluster system (even the root cluster) and is thus always visible when in the frustum (not clusterized) NB : any call to setClusterSystem will be ignored (must remain unclesterized) NB : any call to parent will be ignored (must remain linked to the root) Implemented in NL3D::CTransformUser. |
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change the Lod Bone interpolation distance (in meters). If 0, interpolation is disabled. The smaller this value is, the more Lod skeleton system will "pop". Default is 0.5 meters. Implemented in NL3D::CSkeletonUser. |
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Change the load Balancing group of a model. Every models are in a special LoadBalancingGroup. NB: the group is created if did not exist. NB: if models are skinned, it is their Skeleton which drive the group By default, models lies in the "Default" group, but Skeletons for skinning and ParticlesSystems which are in "Skin" and "Fx" group respectively. The "Default" group is special because it is not balanced (ie models are only degraded from their distance to camera) Implemented in NL3D::CTransformUser. |
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Change/get the Character Lod anim setup.
Implemented in NL3D::CSkeletonUser. |
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Call it when you want the system to recompute the Lod texture NB: Lod texturing is possible only in conjunction with AsyncTextureManager. Hence, instances skinned to the skeleton should be in AsyncTextureMode. For best result, you should wait that each of these instances are isAsyncTextureReady() (texture loaded) Implemented in NL3D::CSkeletonUser. |
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This is the distance at which the skeleton use a CLodCharacterShape to display himself if 0, never display the skeleton as a CLodCharacterShape Implemented in NL3D::CSkeletonUser. |
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Change the Character Lod shape Id. set -1 if want to disable the feature (default) Implemented in NL3D::CSkeletonUser. |
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tells if the animation must loop or clamp.
Implemented in NL3D::CSkeletonUser. |
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Set the LogicInfo for this transfrom, eg to retrieve statc light information, see ILogicInfo. Ptr is kept in UTransfrom, so should call setLogicInfo(NULL) before to clean up. Implemented in NL3D::CTransformUser. |
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Work only in DirecTMatrix mode (nlassert).
Implemented in NL3D::CTransformableUser. |
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set the Mean color of the transform. The mean color can be used for many purpose, such as drawing objects if the textures are not loaded. It is used also for Lod Character. Default color is (255,255,255) Implemented in NL3D::CTransformUser. |
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Implemented in NL3D::CTransformUser. |
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Set the current ordering layer for this transform. Typically, this is used to sort transparent objects. Isn't used with solid objects. For now : Layer 0 is for underwater Layer 1 is for water surfaces Layer 2 is for object above water Implemented in NL3D::CTransformUser. |
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Work only in Rot* mode (nlassert).
Definition at line 108 of file u_transformable.h. References NL3D::UTransformable::setPivot().
00108 {setPivot(CVector(px, py, pz));} |
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Work only in Rot* mode (nlassert).
Implemented in NL3D::CTransformableUser. Referenced by NL3D::UTransformable::setPivot(). |
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Work only in Rot* mode(nlassert).
Definition at line 86 of file u_transformable.h. References NL3D::UTransformable::setPos().
00086 {setPos(CVector(px, py, pz));} |
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Work only in Rot* mode(nlassert).
Implemented in NL3D::CTransformableUser. Referenced by NL3D::UTransformable::setPos(). |
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Work only in RotEuler mode(nlassert).
Definition at line 90 of file u_transformable.h. References NL3D::UTransformable::setRotEuler().
00090 {setRotEuler(CVector(rx, ry, rz));} |
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Work only in RotEuler mode(nlassert).
Implemented in NL3D::CTransformableUser. Referenced by NL3D::UTransformable::setRotEuler(). |
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Work only in RotQuat mode (nlassert). Build a quaternion from a forward direction (a J vector). the roll is determined with help of the vector up vup... vectors do not need to be noramlized. Implemented in NL3D::CTransformableUser. |
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Work only in RotQuat mode (nlassert). Build a quaternion from a forward direction (a J vector). there is no roll... jdir do not need to be noramlized. Implemented in NL3D::CTransformableUser. |
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Work only in RotQuat mode (nlassert).
Implemented in NL3D::CTransformableUser. |
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Work only in Rot* mode (nlassert).
Definition at line 104 of file u_transformable.h. References NL3D::UTransformable::setScale().
00104 {setScale(CVector(sx, sy, sz));} |
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Work only in Rot* mode (nlassert).
Implemented in NL3D::CTransformableUser. Referenced by NL3D::UTransformable::setScale(). |
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Change Max Display Skeleton distance. After this distance the shape won't be displayed. setting <0 means -1 and so means DistMax = infinite (default in meshs but multilod meshes). NB: This apply to the shape direclty!! ie All instances using same shape will be affected Note: If the skeleton himself is sticked to an other skeleton, this setup is not taken into account. ie the skeleton clip follow the ancestor skeleton clip result (ie the first skeleton in hierarchy which is not sticked). Note (complex): same remark for QuadGridClipManager interaction with this function as in UInstance::setShapeDistMax() Implemented in NL3D::CSkeletonUser. |
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Change the transform mode. Components or matrix are not reseted.
Implemented in NL3D::CTransformableUser. |
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Implemented in NL3D::CTransformUser. |
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Return the user clipping state.
Implemented in NL3D::CTransformUser. |
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Set the UserLightable flag. if false, isLightable() will always return false. Doing this, user can disable lighting on a model which may be interesting for speed. NB: most of models don't need it. For example models with LightMaps are by default Lighing-disabled. Default behavior is UserLightable==true. Implemented in NL3D::CTransformUser. |
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Show the objet and his sons.
Implemented in NL3D::CTransformUser. |
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parent a CTransform to a bone of the skeleton. NB: ~CTransform() calls detachSkeletonSon(). This object will be visible only when the Skeleton is not clipped. NB: an object can't be skinned and sticked at same time :) NB: replaced if already here. Implemented in NL3D::CSkeletonUser. |
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same method as stickObject(), but if you set forceCLod as true, then this object will be visible even if the skeleton father is in CLod state (ie displayed with a CLodCharacterShape) NB: if "mi" is a skeleton model, forceCLod is considerer true, whatever the value passed in. Implemented in NL3D::CSkeletonUser. |
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see freezeHRC(). Implemented in NL3D::CTransformUser. |