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NL3D::USkeleton Class ReferenceGame interface for manipulating Skeleton.
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#include <u_skeleton.h>
Inheritance diagram for NL3D::USkeleton
[legend]Collaboration diagram for NL3D::USkeleton:
[legend]List of all members.
Detailed Description
Game interface for manipulating Skeleton.
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Author(s):
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Lionel Berenguier , Nevrax France
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Date:
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2001
Definition at line 46 of file u_skeleton.h.
Constructor & Destructor Documentation
NL3D::USkeleton::USkeleton (
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) [inline, protected]
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NL3D::USkeleton::~USkeleton (
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) [inline, protected, virtual]
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Member Function Documentation
void NL3D::USkeleton::bindSkin (
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UInstance * mi ) [pure virtual]
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void NL3D::USkeleton::detachSkeletonSon (
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UTransform * mi ) [pure virtual]
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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.
Reimplemented in NL3D::CSkeletonUser. |
UBone & NL3D::USkeleton::getBone (
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uint boneId ) [pure virtual]
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sint NL3D::USkeleton::getBoneIdByName (
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const std::string & boneName ) const [pure virtual]
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uint NL3D::USkeleton::getNumBones (
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) const [pure virtual]
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void NL3D::USkeleton::stickObject (
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UTransform * mi,
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uint boneId ) [pure virtual]
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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.
Reimplemented in NL3D::CSkeletonUser. |
The documentation for this class was generated from the following file:
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