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NL3D::CSkeletonModel::CBoneUsage Struct Reference

List of all members.

Public Attributes

uint8 Usage
 The bone Usage (refCount). More...

uint8 ForcedUsage
 Same as Usage, but must be animated/computed, even if Skeleton Lods say not (stickedObjects). More...

uint8 CLodForcedUsage
 Same as ForcedUsage, but must be animated/computed, even if the skeleton is in CLod state ie displayed with a CLodCharacterShape. More...

uint8 MustCompute
 The current state: which bones need to be computed. More...

uint ValidBoneSkinMatrix
 Myself if MustCompute==true, or the first parent with MustCompute==true. More...


Member Data Documentation

uint8 NL3D::CSkeletonModel::CBoneUsage::CLodForcedUsage
 

Same as ForcedUsage, but must be animated/computed, even if the skeleton is in CLod state ie displayed with a CLodCharacterShape.

This is important for skeletons which have skeletons sons sticked on them

Definition at line 352 of file skeleton_model.h.

uint8 NL3D::CSkeletonModel::CBoneUsage::ForcedUsage
 

Same as Usage, but must be animated/computed, even if Skeleton Lods say not (stickedObjects).

Definition at line 347 of file skeleton_model.h.

uint8 NL3D::CSkeletonModel::CBoneUsage::MustCompute
 

The current state: which bones need to be computed.

ie: (CLodForcedUsage) | ( ((Usage & currentLodUsage) | ForcedUsage) & skeleton not in CLod state )

Definition at line 356 of file skeleton_model.h.

uint8 NL3D::CSkeletonModel::CBoneUsage::Usage
 

The bone Usage (refCount).

Definition at line 345 of file skeleton_model.h.

uint NL3D::CSkeletonModel::CBoneUsage::ValidBoneSkinMatrix
 

Myself if MustCompute==true, or the first parent with MustCompute==true.

Definition at line 358 of file skeleton_model.h.


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