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NL3D::CBoneUser Class Reference

UTransform implementation. More...

#include <bone_user.h>

Inheritance diagram for NL3D::CBoneUser:

NL3D::UBone NL3D::CTransformableUser NL3D::UTransformable NL3D::UTransformable List of all members.

Public Methods

Object
 CBoneUser (CBone *bone)
 Give a CBone. CBoneUser DO NOT owns it. More...

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


Detailed Description

UTransform implementation.

Author:
Lionel Berenguier , Nevrax France
Date:
2001

Definition at line 46 of file bone_user.h.


Constructor & Destructor Documentation

NL3D::CBoneUser::CBoneUser CBone   bone [inline]
 

Give a CBone. CBoneUser DO NOT owns it.

Definition at line 55 of file bone_user.h.

References NL3D_MEM_BONES.

virtual NL3D::CBoneUser::~CBoneUser   [inline, virtual]
 

Definition at line 60 of file bone_user.h.

References NL3D_MEM_BONES.


Member Function Documentation

virtual const CMatrix& NL3D::CBoneUser::getLastWorldMatrixComputed   const [inline, 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.

Implements NL3D::UBone.

Definition at line 70 of file bone_user.h.

References NL3D_MEM_BONES.


The documentation for this class was generated from the following file: