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NL3D::CSkeletonModel Member List

This is the complete list of members for NL3D::CSkeletonModel, including all inherited members.
_AnimDetailSkinsNL3D::CSkeletonModel [private]
_BoneToComputeNL3D::CSkeletonModel [private]
_BoneToComputeDirtyNL3D::CSkeletonModel [private]
_BoneUsageNL3D::CSkeletonModel [private]
_ClipObsNL3D::CTransform [protected]
_CLodInstanceNL3D::CSkeletonModel [private]
_CLodVertexColorDirtyNL3D::CSkeletonModel [private]
_CurLodNL3D::CSkeletonModel [private]
_CurLodInterpNL3D::CSkeletonModel [private]
_DefaultMRMSetupNL3D::CSkeletonModel [private]
_DisplayedAsLodCharacterNL3D::CSkeletonModel [private]
_FatherBoneIdNL3D::CTransform [protected]
_FatherSkeletonModelNL3D::CTransform [protected]
_HrcObsNL3D::CTransform [protected]
_ItSkeletonInSceneNL3D::CSkeletonModel [private]
_LevelDetailNL3D::CSkeletonModel [private]
_LightContributionNL3D::CTransform [protected]
_LightedModelItNL3D::CTransform [protected]
_LightObsNL3D::CTransform [protected]
_LodCharacterDistanceNL3D::CSkeletonModel [private]
_LodInterpMultiplierNL3D::CSkeletonModel [private]
_NextModelToValidateNL3D::IModel [protected]
_OOLodCharacterDistanceNL3D::CSkeletonModel [private]
_OpaqueSkinsNL3D::CSkeletonModel [private]
_OwnerMotNL3D::IModel [protected]
_PrecModelToValidateNL3D::IModel [protected]
_SkinsNL3D::CSkeletonModel [private]
_SkinToRenderDirtyNL3D::CSkeletonModel [private]
_StickedObjectsNL3D::CSkeletonModel [private]
_TransparentSkinsNL3D::CSkeletonModel [private]
addValue(CChannelMixer *chanMixer, uint valueId, uint ownerValueId, const std::string &prefix, bool detail)NL3D::IAnimatable [protected]
AnimValueLast enum valueNL3D::CSkeletonModel
bindSkin(CTransform *mi)NL3D::CSkeletonModel
BonesNL3D::CSkeletonModel
buildDefaultLevelDetail()NL3D::CSkeletonModel [private]
canStartStop()NL3D::CTransformShape [inline, virtual]
changeLightSetup(CRenderTrav *rdrTrav)NL3D::CTransformShape
changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest)NL3D::CSkeletonModel
cleanTouch()NL3D::IModel [inline, protected, virtual]
clearFlag(uint valueId)NL3D::IAnimatable [inline, protected]
ClipTravNL3D::CSkeletonModel [private]
CMOT classNL3D::IModel [friend]
CObsMap typedefNL3D::IModel [protected]
compareMatrixDate(uint64 callerDate) constNL3D::ITransformable [inline]
computeAllBones(const CMatrix &modelWorldMatrix)NL3D::CSkeletonModel
computeCLodVertexColors(CLodCharacterManager *mngr)NL3D::CSkeletonModel [private]
computeCurrentBBox(NLMISC::CAABBox &bbox, bool forceCompute=false)NL3D::CSkeletonModel
computeDisplayLodCharacterPriority() constNL3D::CSkeletonModel
computeLodTexture()NL3D::CSkeletonModel
computeRenderedBBox(NLMISC::CAABBox &bbox)NL3D::CSkeletonModel
CPtrInfoNLMISC::CRefCount [friend]
creator()NL3D::CSkeletonModel [inline, private, static]
CRefCount()NLMISC::CRefCount [inline]
CRefCount(const CRefCount &)NLMISC::CRefCount [inline]
crefsNLMISC::CRefCount
CSkeletonModel()NL3D::CSkeletonModel [protected]
CSkeletonModelAnimDetailObs classNL3D::CSkeletonModel [friend]
CSkeletonModelRenderObs classNL3D::CSkeletonModel [friend]
CSkeletonShape classNL3D::CSkeletonModel [friend]
CTransform()NL3D::CTransform [protected]
CTransformClipObs classNL3D::CSkeletonModel [friend]
CTransformShape()NL3D::CTransformShape [protected]
decBoneUsage(uint i, TBoneUsageType boneUsageType)NL3D::CSkeletonModel
decForcedBoneUsageAndParents(uint i, bool forceCLod)NL3D::CSkeletonModel [private]
detachSkeletonSon(CTransform *mi)NL3D::CSkeletonModel
DirectMatrix enum valueNL3D::ITransformable
dirtLodVertexColor()NL3D::CSkeletonModel [inline]
dirtSkinRenderLists()NL3D::CSkeletonModel [inline]
Dirty enum valueNL3D::IModel
flagBoneAndParents(uint32 boneId, std::vector< bool > &boneUsage) constNL3D::CSkeletonModel
foul(uint flag)NL3D::IModel [inline]
freeze()NL3D::CTransform
freezeHRC()NL3D::CTransform
freezeStaticLightSetup(CPointLight *pointLight[NL3D_MAX_LIGHT_CONTRIBUTION], uint numPointLights, uint8 sunContribution, CPointLight *frozenAmbientlight)NL3D::CTransform
getAABBox(NLMISC::CAABBox &bbox) constNL3D::CTransformShape [virtual]
getActiveBoneSkinMatrix(uint boneId) constNL3D::CSkeletonModel
getBoneIdByName(const std::string &name) constNL3D::CSkeletonModel
getChannelMixer() constNL3D::CTransform [inline, protected]
getChannelMixerOwnerShip() constNL3D::CTransform [inline]
getClusterSystem()NL3D::CTransform [inline]
getDefaultTrack(uint valueId)NL3D::CTransform [virtual]
getDistMax() constNL3D::CTransformShape [inline]
getInterpolationDistance() constNL3D::CSkeletonModel
getLastClippedState() constNL3D::CTransform
getLoadBalancingGroup() constNL3D::CTransform
getLodCharacterAnimId() constNL3D::CSkeletonModel [inline]
getLodCharacterAnimTime() constNL3D::CSkeletonModel [inline]
getLodCharacterDistance() constNL3D::CSkeletonModel [inline]
getLodCharacterShape() constNL3D::CSkeletonModel [inline]
getLodCharacterWrapMode() constNL3D::CSkeletonModel [inline]
getMaterial(uint materialId) constNL3D::CTransformShape [virtual]
getMaterial(uint materialId)NL3D::CTransformShape [virtual]
getMatrix() constNL3D::ITransformable [inline]
getMatrixDate() constNL3D::ITransformable [inline]
getMeanColor() constNL3D::CTransform [inline]
getMRMLevelDetail() constNL3D::CTransformShape [inline, virtual]
getNumBoneComputed() constNL3D::CSkeletonModel [inline]
getNumMaterial() constNL3D::CTransformShape [virtual]
getNumTriangles(float distance)NL3D::CSkeletonModel [virtual]
getNumTrianglesAfterLoadBalancing()NL3D::CTransformShape [inline]
getObs(const NLMISC::CClassId &idTrav) constNL3D::IModel [protected]
getOrderingLayer() constNL3D::CTransform [inline]
getPivot(CVector &pivot)NL3D::ITransformable [inline]
getPivot()NL3D::ITransformable [inline]
getPivotValueName()NL3D::ITransformable [static]
getPos(CVector &pos)NL3D::ITransformable [inline]
getPos()NL3D::ITransformable [inline]
getPosValueName()NL3D::ITransformable [static]
getRotEuler(CVector &rot)NL3D::ITransformable [inline]
getRotEuler()NL3D::ITransformable [inline]
getRotEulerValueName()NL3D::ITransformable [static]
getRotOrder()NL3D::ITransformable [inline]
getRotQuat(CQuat &quat)NL3D::ITransformable [inline]
getRotQuat()NL3D::ITransformable [inline]
getRotQuatValueName()NL3D::ITransformable [static]
getScale(CVector &scale)NL3D::ITransformable [inline]
getScale()NL3D::ITransformable [inline]
getScaleValueName()NL3D::ITransformable [static]
getShowWhenLODSticked() constNL3D::CTransform [inline, protected]
getSkeletonLightContribution()NL3D::CSkeletonModel [inline, private]
getSkeletonModel() constNL3D::CTransform [inline]
getSkinBoneUsage() constNL3D::CTransform [inline, protected, virtual]
getTransformMode()NL3D::ITransformable [inline]
getUserLightable() constNL3D::CTransform [inline]
getValue(uint valueId)NL3D::ITransformable [virtual]
getValueName(uint valueId) constNL3D::ITransformable [virtual]
getVisibility()NL3D::CTransform [inline]
getWorldMatrix()NL3D::CTransform
heritVisibility()NL3D::CTransform
hide()NL3D::CTransform
HrcTravNL3D::CSkeletonModel [private]
IAnimatable()NL3D::IAnimatable [inline]
IModel()NL3D::IModel [protected]
incBoneUsage(uint i, TBoneUsageType boneUsageType)NL3D::CSkeletonModel
incForcedBoneUsageAndParents(uint i, bool forceCLod)NL3D::CSkeletonModel [private]
initBoneUsages()NL3D::CSkeletonModel [private]
initModel()NL3D::CSkeletonModel [protected, virtual]
IObs classNL3D::IModel [friend]
isAnimDetailable() constNL3D::CTransform [inline]
isBigLightable() constNL3D::CTransform [inline]
isBoneComputed(uint boneId) constNL3D::CSkeletonModel
isClipVisible() constNL3D::CSkeletonModel [inline]
isDisplayedAsLodCharacter() constNL3D::CSkeletonModel [inline]
isLightable() constNL3D::CTransform [inline]
isLoadBalancable() constNL3D::CTransform [inline]
isMeshBaseInstance() constNL3D::CTransform [inline]
isNeedUpdateFrozenStaticLightSetup() constNL3D::CTransform [inline, protected]
isNeedUpdateLighting() constNL3D::CTransform [inline, protected]
isOpaque()NL3D::CTransform [inline]
isQuadGridClipEnabled() constNL3D::CTransform [inline]
isRenderable() constNL3D::CTransform [inline]
isSkeleton() constNL3D::CTransform [inline]
isSkinnable() constNL3D::CTransform [inline, protected, virtual]
isSkinned() constNL3D::CTransform [inline]
isStarted() constNL3D::CTransformShape [inline, virtual]
isTouched(uint valueId) constNL3D::IAnimatable [inline]
isTransparent()NL3D::CTransform [inline]
ITransformable()NL3D::ITransformable
ITrav classNL3D::IModel [friend]
ItTransformSet typedefNL3D::CSkeletonModel [private]
LastClassIdNL3D::IModel [protected]
LastObsNL3D::IModel [protected]
linkToValidateList()NL3D::IModel [protected]
lookAt(const CVector &eye, const CVector &target, float roll=0.f)NL3D::ITransformable
NullPtrInfoNLMISC::CRefCount [static]
ObserversNL3D::IModel [protected]
operator=(const CRefCount &)NLMISC::CRefCount [inline]
OwnerBit enum valueNL3D::CSkeletonModel
pinfoNLMISC::CRefCount
PivotValue enum valueNL3D::ITransformable
PosValue enum valueNL3D::ITransformable
registerBasic()NL3D::CSkeletonModel [static]
registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix)NL3D::CSkeletonModel [virtual]
renderSkin(float alphaMRM)NL3D::CTransform [inline, protected, virtual]
renderSkinGroupGeom(float alphaMRM, uint remainingVertices, uint8 *dest)NL3D::CTransform [inline, protected, virtual]
renderSkinGroupPrimitives(uint baseVertex)NL3D::CTransform [inline, protected, virtual]
resetDefaultMRMDistanceSetup()NL3D::CSkeletonModel
resetLighting()NL3D::CTransform
resize(uint count)NL3D::IAnimatable [inline]
RotEuler enum valueNL3D::ITransformable
RotEulerValue enum valueNL3D::ITransformable
RotQuat enum valueNL3D::ITransformable
RotQuatValue enum valueNL3D::ITransformable
ScaleValue enum valueNL3D::ITransformable
setApplySkin(bool state)NL3D::CTransform [protected, virtual]
setChannelMixerOwnerShip(bool enable=true)NL3D::CTransform [inline]
setClusterSystem(CInstanceGroup *pIG)NL3D::CTransform [inline]
setDisplayLodCharacterFlag(bool displayCLod)NL3D::CSkeletonModel
setDistMax(float distMax)NL3D::CTransformShape [inline]
setDontUnfreezeChildren(bool val)NL3D::CTransform
setFather(IAnimatable *father, uint fatherOwnerBit)NL3D::IAnimatable [inline]
setInterpolationDistance(float dist)NL3D::CSkeletonModel
setIsBigLightable(bool val)NL3D::CTransform [protected]
setIsForceAnimDetail(bool val)NL3D::CTransform [protected]
setIsLightable(bool val)NL3D::CTransform [protected]
setIsLoadbalancable(bool val)NL3D::CTransform [protected]
setIsMeshBaseInstance(bool val)NL3D::CTransform [inline, protected]
setIsRenderable(bool val)NL3D::CTransform [protected]
setIsSkeleton(bool val)NL3D::CTransform [protected]
setLoadBalancingGroup(const std::string &group)NL3D::CTransform
setLodCharacterAnimId(uint animId)NL3D::CSkeletonModel
setLodCharacterAnimTime(TGlobalAnimationTime time)NL3D::CSkeletonModel
setLodCharacterDistance(float dist)NL3D::CSkeletonModel
setLodCharacterShape(sint shapeId)NL3D::CSkeletonModel
setLodCharacterWrapMode(bool wrapMode)NL3D::CSkeletonModel
setLogicInfo(ILogicInfo *logicInfo)NL3D::CTransform [inline]
setMatrix(const CMatrix &mat)NL3D::ITransformable [inline]
setMeanColor(CRGBA color)NL3D::CTransform
setOpacity(bool v)NL3D::CTransform [inline]
setOrderingLayer(uint layer)NL3D::CTransform [inline]
setPivot(const CVector &pivot)NL3D::ITransformable [inline]
setPivot(float x, float y, float z)NL3D::ITransformable [inline]
setPos(const CVector &pos)NL3D::ITransformable [inline]
setPos(float x, float y, float z)NL3D::ITransformable [inline]
setRotEuler(const CVector &rot)NL3D::ITransformable [inline]
setRotEuler(float rotX, float rotY, float rotZ)NL3D::ITransformable [inline]
setRotQuat(const CQuat &quat)NL3D::ITransformable [inline]
setScale(const CVector &scale)NL3D::ITransformable [inline]
setScale(float scaleX, float scaleY, float scaleZ)NL3D::ITransformable [inline]
setScale(float scale)NL3D::ITransformable [inline]
setTransformMode(TTransformMode mode, CMatrix::TRotOrder ro=CMatrix::ZXY)NL3D::ITransformable [inline]
setTransparency(bool v)NL3D::CTransform [inline]
setupCurrentLightContribution(CLightContribution *lightContrib, bool useLocalAtt)NL3D::CTransformShape [protected]
setUserLightable(bool enable)NL3D::CTransform
ShapeNL3D::CTransformShape
show()NL3D::CTransform
start()NL3D::CTransformShape [inline, virtual]
stickObject(CTransform *mi, uint boneId)NL3D::CSkeletonModel
stickObjectEx(CTransform *mi, uint boneId, bool forceCLod)NL3D::CSkeletonModel
stop()NL3D::CTransformShape [inline, virtual]
supportSkinGrouping() constNL3D::CTransform [inline, protected, virtual]
TAnimValues enum nameNL3D::CSkeletonModel
TBoneUsageType enum nameNL3D::CSkeletonModel
touch(uint valueId, uint ownerValueId)NL3D::IAnimatable [inline]
TouchObsNL3D::IModel
TransformModeCount enum valueNL3D::ITransformable
TTransformArray typedefNL3D::CSkeletonModel [private]
TTransformMode enum nameNL3D::ITransformable
TTransformSet typedefNL3D::CSkeletonModel [private]
unfreezeHRC()NL3D::CTransform
unfreezeStaticLightSetup()NL3D::CTransform
unlinkFromValidateList()NL3D::IModel [protected]
update()NL3D::CTransform [protected, virtual]
updateBoneToCompute()NL3D::CSkeletonModel [private]
updateSkinRenderLists()NL3D::CSkeletonModel
UsageCLodForced enum valueNL3D::CSkeletonModel
UsageForced enum valueNL3D::CSkeletonModel
UsageNormal enum valueNL3D::CSkeletonModel
validate()NL3D::IModel
~CRefCount()NLMISC::CRefCount [inline]
~CSkeletonModel()NL3D::CSkeletonModel [protected, virtual]
~CTransform()NL3D::CTransform [protected, virtual]
~CTransformShape()NL3D::CTransformShape [inline, protected, virtual]
~IAnimatable()NL3D::IAnimatable [inline, virtual]
~IModel()NL3D::IModel [protected, virtual]
~ITransformable()NL3D::ITransformable [inline, virtual]