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NL3D::USkeleton Class Reference

Game interface for manipulating Skeleton. More...

#include <u_skeleton.h>

Inheritance diagram for NL3D::USkeleton

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Collaboration diagram for NL3D::USkeleton:

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List of all members.

Public Methods

virtual void bindSkin (UInstance *mi) = 0
 bind a MeshInstance skin to the skeleton. More...

virtual void stickObject (UTransform *mi, uint boneId) = 0
 parent a CTransform to a bone of the skeleton. More...

virtual void detachSkeletonSon (UTransform *mi) = 0
 unparent a CTransform from a bone of the skeleton, or unbind a skin. More...

virtual uint getNumBones () const = 0
 retrieve the number of bones.

virtual UBonegetBone (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.


Protected Methods

 USkeleton ()
virtual ~USkeleton ()

Detailed Description

Game interface for manipulating Skeleton.

Author(s):
Lionel Berenguier , Nevrax France
Date:
2001

Definition at line 46 of file u_skeleton.h.


Constructor & Destructor Documentation

NL3D::USkeleton::USkeleton ( ) [inline, protected]
 

Definition at line 52 of file u_skeleton.h.

NL3D::USkeleton::~USkeleton ( ) [inline, protected, virtual]
 

Definition at line 53 of file u_skeleton.h.


Member Function Documentation

void NL3D::USkeleton::bindSkin ( UInstance * mi ) [pure virtual]
 

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.

Reimplemented in NL3D::CSkeletonUser.

void NL3D::USkeleton::detachSkeletonSon ( UTransform * mi ) [pure virtual]
 

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.

Reimplemented in NL3D::CSkeletonUser.

UBone & NL3D::USkeleton::getBone ( uint boneId ) [pure virtual]
 

retrieve the bone. nlerror if not here. (>=getNumBones()).

Reimplemented in NL3D::CSkeletonUser.

sint NL3D::USkeleton::getBoneIdByName ( const std::string & boneName ) const [pure virtual]
 

retrieve the bone Id, by his name. -1 if not found.

Reimplemented in NL3D::CSkeletonUser.

uint NL3D::USkeleton::getNumBones ( ) const [pure virtual]
 

retrieve the number of bones.

Reimplemented in NL3D::CSkeletonUser.

void NL3D::USkeleton::stickObject ( UTransform * mi,
uint boneId ) [pure virtual]
 

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.

Reimplemented in NL3D::CSkeletonUser.


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