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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<h1>NL3D::CChannelMixer Class Reference</h1><code>#include &lt;<a class="el" href="a05544.html">channel_mixer.h</a>&gt;</code>
<p>
<p>Inheritance diagram for NL3D::CChannelMixer:
<p><center><img src="a02335.png" usemap="#NL3D::CChannelMixer_map" border="0" alt=""></center>
<map name="NL3D::CChannelMixer_map">
<area href="a02209.html" alt="NLMISC::CRefCount" shape="rect" coords="0,0,138,24">
</map>
<hr><a name="_details"></a><h2>Detailed Description</h2>
A channel mixer. Animated value are registred in it. Each animated value create a channel in the mixer. Then, mixer animates all those channels with 1 to <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">CChannelMixer::NumAnimationSlot</a> animations.<p>
Animation are referenced in an animation slot (<a class="el" href="a02337.html">CSlot</a>).<p>
Each slot have an IAnimation pointer, a weight for this animation between [0.f ~ 1.f] and a time for this animation.<p>
Each <a class="el" href="a02336.html">CChannel</a> have a weight on each animation slot between [0.f ~ 1.f].<p>
Blending is normalized internaly so, weight sum have not to be == 1.f.<p>
<dl compact><dt><b>Author:</b></dt><dd>Cyril 'Hulud' Corvazier <p>
Nevrax France </dd></dl>
<dl compact><dt><b>Date:</b></dt><dd>2001 </dd></dl>

<p>

<p>
Definition at line <a class="el" href="a05544.html#l00064">64</a> of file <a class="el" href="a05544.html">channel_mixer.h</a>.<table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Slots acces</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_0">applySkeletonWeight</a> (<a class="el" href="a04558.html#a15">uint</a> slot, <a class="el" href="a04558.html#a15">uint</a> skeleton, bool invert=false)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_1">emptySlot</a> (<a class="el" href="a04558.html#a15">uint</a> slot)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a02205.html">CAnimation</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_2">getSlotAnimation</a> (<a class="el" href="a04558.html#a15">uint</a> slot) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the animation used by a given slot.  <a href="#NL3D_1_1CChannelMixerz61_2"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_3">resetEvalDetailDate</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">reset to -1 the evalDetailDate. Hence next eval(true,..) will be forced to compute  <a href="#NL3D_1_1CChannelMixerz61_3"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_4">resetSkeletonWeight</a> (<a class="el" href="a04558.html#a15">uint</a> slot)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_5">resetSlots</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_6">setSlotAnimation</a> (<a class="el" href="a04558.html#a15">uint</a> slot, <a class="el" href="a04558.html#a15">uint</a> animation)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_7">setSlotTime</a> (<a class="el" href="a04558.html#a15">uint</a> slot, <a class="el" href="a05363.html#a366">TAnimationTime</a> time)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_8">setSlotWeight</a> (<a class="el" href="a04558.html#a15">uint</a> slot, float weight)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_9">cleanAll</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Clean the mixer.  <a href="#NL3D_1_1CChannelMixerz61_9"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_10">dirtAll</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Dirt all slots.  <a href="#NL3D_1_1CChannelMixerz61_10"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_11">evalSingleChannel</a> (<a class="el" href="a02336.html">CChannel</a> &amp;chan, <a class="el" href="a04558.html#a15">uint</a> numActiveSlots, <a class="el" href="a04558.html#a15">uint</a> activeSlot[NumAnimationSlot])</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_12">refreshList</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Reshresh channel list.  <a href="#NL3D_1_1CChannelMixerz61_12"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_13">refreshListToEval</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Reshresh animate list.  <a href="#NL3D_1_1CChannelMixerz61_13"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a02210.html">CAnimationSet</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_14">_AnimationSet</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>std::map&lt; <a class="el" href="a04558.html#a15">uint</a>, <a class="el" href="a02336.html">CChannel</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a02336.html">CChannel</a> * &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_16">_DetailListToEval</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_17">_Dirt</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02336.html">CChannel</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_18">_FirstChannelDetail</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02336.html">CChannel</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_19">_FirstChannelGlobal</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a02336.html">CChannel</a> * &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_20">_GlobalListToEval</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a12">sint64</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_21">_LastEvalDetailDate</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_22">_ListToEvalDirt</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02337.html">CSlot</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a> [NumAnimationSlot]</td></tr>

<tr><td colspan=2><br><h2>Public Types</h2></td></tr>
<tr><td colspan="2"><div class="groupHeader">Const values</div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>enum &nbsp;</td><td class="memItemRight" valign=bottom>{ <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a> = 8
 }</td></tr>

<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a04558.html#a14">sint</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02209.html#NLGEORGES_1_1UTypea8">getRefCount</a> () const </td></tr>

<tr><td colspan="2"><div class="groupHeader">Channel access</div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_0">addChannel</a> (const std::string &amp;channelName, <a class="el" href="a02197.html">IAnimatable</a> *animatable, <a class="el" href="a03835.html">IAnimatedValue</a> *<a class="el" href="a04223.html#a658">value</a>, <a class="el" href="a03542.html">ITrack</a> *defaultValue, <a class="el" href="a04558.html#a11">uint32</a> valueId, <a class="el" href="a04558.html#a11">uint32</a> ownerValueId, bool detail)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_1">enableChannel</a> (<a class="el" href="a04558.html#a15">uint</a> channelId, bool enable)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_2">isChannelEnabled</a> (<a class="el" href="a04558.html#a15">uint</a> channelId) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_3">isChannelLodEnabled</a> (<a class="el" href="a04558.html#a15">uint</a> channelId) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_4">lodEnableChannel</a> (<a class="el" href="a04558.html#a15">uint</a> channelId, bool enable)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_5">resetChannels</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Reset the channel list if the mixer. All channels are removed from the mixer.  <a href="#NL3D_1_1CChannelMixerz60_5"></a><br><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">Internal classes</div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz58_0">CChannelMixer</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Constructor. The default constructor resets the slots and the channels.  <a href="#NL3D_1_1CChannelMixerz58_0"></a><br><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">Setup the mixer</div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz59_0">eval</a> (bool detail, <a class="el" href="a04558.html#a13">uint64</a> evalDetailDate=0)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz59_1">evalChannels</a> (<a class="el" href="a04558.html#a14">sint</a> *channelIdArray, <a class="el" href="a04558.html#a15">uint</a> numID)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz59_2">evalSingleChannel</a> (<a class="el" href="a04558.html#a14">sint</a> channelId)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a02210.html">CAnimationSet</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz59_3">getAnimationSet</a> () const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02335.html#NL3D_1_1CChannelMixerz59_4">setAnimationSet</a> (const <a class="el" href="a02210.html">CAnimationSet</a> *animationSet)</td></tr>

<tr><td colspan=2><br><h2>Data Fields</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02209.html#NLGEORGES_1_1UTypeo0">crefs</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>CPtrInfo *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02209.html#NLGEORGES_1_1UTypeo1">pinfo</a></td></tr>

<tr><td colspan=2><br><h2>Static Public Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>CPtrInfo&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02209.html#NLGEORGES_1_1UTypes0">NullPtrInfo</a></td></tr>

<tr><td colspan=2><br><h2>Friends</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>struct&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02209.html#NLGEORGES_1_1UTypen0">CPtrInfo</a></td></tr>

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<hr><h2>Member Enumeration Documentation</h2>
<a class="anchor" name="NL3D_1_1CChannelMixerz57_0" doxytag="NL3D::CChannelMixer::@8" ></a><p>
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          <td class="md" nowrap valign="top"> anonymous enum
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<p>
<dl compact><dt><b>Enumeration values: </b></dt><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0" doxytag="NumAnimationSlot" ></a>NumAnimationSlot</em>&nbsp;</td><td>
Number of animation slot in the <a class="el" href="a02335.html">CChannelMixer</a>. </td></tr>
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</dl>

<p>
Definition at line <a class="el" href="a05544.html#l00070">70</a> of file <a class="el" href="a05544.html">channel_mixer.h</a>.
<p>
<div class="fragment"><pre>00071         { 
00073                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>=8 
00074         };
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<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="NL3D_1_1CChannelMixerz58_0" doxytag="NL3D::CChannelMixer::CChannelMixer" ></a><p>
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          <td class="md" nowrap valign="top"> NL3D::CChannelMixer::CChannelMixer </td>
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Constructor. The default constructor resets the slots and the channels. 
<p>

<p>
Definition at line <a class="el" href="a05543.html#l00044">44</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
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References <a class="el" href="a05544.html#l00448">_FirstChannelDetail</a>, <a class="el" href="a05544.html#l00445">_FirstChannelGlobal</a>, <a class="el" href="a05544.html#l00451">_LastEvalDetailDate</a>, and <a class="el" href="a05544.html#l00457">_ListToEvalDirt</a>.
<p>
<div class="fragment"><pre>00045 {
00046         <span class="comment">// No channel in the list</span>
00047         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_19">_FirstChannelGlobal</a>=NULL;
00048         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_18">_FirstChannelDetail</a>=NULL;
00049 
00050         <span class="comment">// No animation set</span>
00051         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_14">_AnimationSet</a>=NULL;
00052 
00053         <span class="comment">// Mixer no dirty</span>
00054         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_17">_Dirt</a>=<span class="keyword">false</span>;
00055         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_22">_ListToEvalDirt</a>= <span class="keyword">false</span>;
00056 
00057         <span class="comment">// never evaluated.</span>
00058         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_21">_LastEvalDetailDate</a>= -1;
00059 }
</pre></div>    </td>
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</table>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CChannelMixerz60_0" doxytag="NL3D::CChannelMixer::addChannel" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a14">sint</a> NL3D::CChannelMixer::addChannel </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>channelName</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a02197.html">IAnimatable</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>animatable</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03835.html">IAnimatedValue</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>value</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03542.html">ITrack</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>defaultValue</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>valueId</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>ownerValueId</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>detail</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

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    </td>
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</table>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Add a channel for a specific value of an <a class="el" href="a02197.html">IAnimatable</a> object. Warning: this method will assign the default value in the animated value.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>channelName</em>&nbsp;</td><td>is the name of the channel. </td></tr>
    <tr><td valign=top><em>animatable</em>&nbsp;</td><td>is a pointer on the <a class="el" href="a02197.html">IAnimatable</a> object in which the value is stored. It will be kept by the <a class="el" href="a02335.html">CChannelMixer</a> until it is removed from the channel. </td></tr>
    <tr><td valign=top><em>value</em>&nbsp;</td><td>is a pointer on the value the channel works with. It will be kept by the <a class="el" href="a02335.html">CChannelMixer</a> until it is removed from the channel. </td></tr>
    <tr><td valign=top><em>defaultValue</em>&nbsp;</td><td>is a track used by default if a track is not presents in the animation for this channel. It will be kept by the <a class="el" href="a02335.html">CChannelMixer</a> until it is removed from the channel. </td></tr>
    <tr><td valign=top><em>valueId</em>&nbsp;</td><td>is the value ID in the <a class="el" href="a02197.html">IAnimatable</a> object. </td></tr>
    <tr><td valign=top><em>ownerId</em>&nbsp;</td><td>is the owner Bit of the animated vlaue, in the <a class="el" href="a02197.html">IAnimatable</a> object. touched when the animatedvalue is touched. </td></tr>
    <tr><td valign=top><em>detail</em>&nbsp;</td><td>true if this channel must be evaluated in detail mode (see <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz59_0">eval()</a>). </td></tr>
  </table>
</dl>
<dl compact><dt><b>Returns:</b></dt><dd>-1 if the track was not found in the animationSet, else it return the channelId as if returned by CAnimationSet::getChannelIdByName(channelName).</dd></dl>

<p>
Definition at line <a class="el" href="a05543.html#l00306">306</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00175">NL3D::CChannelMixer::CChannel::_ChannelName</a>, <a class="el" href="a05544.html#l00442">_Channels</a>, <a class="el" href="a05544.html#l00190">NL3D::CChannelMixer::CChannel::_DefaultTracks</a>, <a class="el" href="a05544.html#l00165">NL3D::CChannelMixer::CChannel::_Detail</a>, <a class="el" href="a05544.html#l00171">NL3D::CChannelMixer::CChannel::_IsQuat</a>, <a class="el" href="a05544.html#l00178">NL3D::CChannelMixer::CChannel::_Object</a>, <a class="el" href="a05544.html#l00187">NL3D::CChannelMixer::CChannel::_OwnerValueId</a>, <a class="el" href="a05544.html#l00196">NL3D::CChannelMixer::CChannel::_Tracks</a>, <a class="el" href="a05544.html#l00181">NL3D::CChannelMixer::CChannel::_Value</a>, <a class="el" href="a05544.html#l00184">NL3D::CChannelMixer::CChannel::_ValueId</a>, <a class="el" href="a05544.html#l00204">NL3D::CChannelMixer::CChannel::_Weights</a>, <a class="el" href="a05543.html#l00602">dirtAll()</a>, <a class="el" href="a05450.html#l00070">NL3D::CAnimationSet::getChannelIdByName()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>, <a class="el" href="a05646.html#l00977">s</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00100">uint32</a>, and <a class="el" href="a05646.html#l01132">value</a>.
<p>
Referenced by <a class="el" href="a05433.html#l00037">NL3D::IAnimatable::addValue()</a>, and <a class="el" href="a06348.html#l01112">NL3D::CScene::setAutomaticAnimationSet()</a>.
<p>
<div class="fragment"><pre>00307 {
00308         <span class="comment">// Check the animationSet has been set</span>
00309         <a class="code" href="a04199.html#a6">nlassert</a> (_AnimationSet);
00310 
00311         <span class="comment">// Check args</span>
00312         <a class="code" href="a04199.html#a6">nlassert</a> (animatable);
00313         <a class="code" href="a04199.html#a6">nlassert</a> (value);
00314         <a class="code" href="a04199.html#a6">nlassert</a> (defaultValue);
00315 
00316         <span class="comment">// Get the channel Id having the same name than the tracks in this animation set.</span>
00317         <a class="code" href="a04558.html#a15">uint</a> iDInAnimationSet=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_14">_AnimationSet</a>-&gt;getChannelIdByName (channelName);
00318 
00319         <span class="comment">// Tracks exist in this animation set?</span>
00320         <span class="keywordflow">if</span> (iDInAnimationSet!=CAnimationSet::NotFound)
00321         {
00322                 <span class="comment">// The channel entry</span>
00323                 CChannel        entry;
00324 
00325                 <span class="comment">// Set the channel name</span>
00326                 entry._ChannelName=channelName;
00327 
00328                 <span class="comment">// Set the object pointer</span>
00329                 entry._Object=animatable;
00330 
00331                 <span class="comment">// Set the pointer on the value in the object</span>
00332                 entry._Value=<a class="code" href="a04223.html#a658">value</a>;
00333 
00334                 <span class="comment">// Is this a CQuat animated value???</span>
00335                 entry._IsQuat= (<span class="keyword">typeid</span> (*(entry._Value))==<span class="keyword">typeid</span> (CAnimatedValueBlendable&lt;NLMISC::CQuat&gt;))!=0;
00336 
00337 
00338                 <span class="comment">// Set the default track pointer</span>
00339                 entry._DefaultTracks=defaultValue;
00340 
00341                 <span class="comment">// Set the value ID in the object</span>
00342                 entry._ValueId=valueId;
00343 
00344                 <span class="comment">// Set the First value ID in the object</span>
00345                 entry._OwnerValueId=ownerValueId;
00346 
00347                 <span class="comment">// in what mode is the channel?</span>
00348                 entry._Detail= detail;
00349 
00350                 <span class="comment">// All weights default to 1. All Tracks default to defaultTrack.</span>
00351                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> <a class="code" href="a04223.html#a626">s</a>=0;<a class="code" href="a04223.html#a626">s</a>&lt;<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>;<a class="code" href="a04223.html#a626">s</a>++)
00352                 {
00353                         entry._Weights[<a class="code" href="a04223.html#a626">s</a>]= 1.0f;
00354                         entry._Tracks[<a class="code" href="a04223.html#a626">s</a>]= entry._DefaultTracks;
00355                 }
00356 
00357                 <span class="comment">// add (if not already done) the entry in the map.</span>
00358                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>[iDInAnimationSet]= entry;
00359 
00360                 <span class="comment">// Dirt all the slots</span>
00361                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_10">dirtAll</a> ();
00362 
00363                 <span class="comment">// Affect the default value in the animated value</span>
00364                 entry._Value-&gt;affect (entry._DefaultTracks-&gt;getValue());
00365 
00366                 <span class="comment">// Touch the animated value and its owner to recompute them later.</span>
00367                 entry._Object-&gt;touch (entry._ValueId, entry._OwnerValueId);
00368 
00369                 <span class="comment">// return the id.</span>
00370                 <span class="keywordflow">return</span> iDInAnimationSet;
00371         }
00372         <span class="keywordflow">else</span>
00373         {
00374                 <span class="comment">// return Not found.</span>
00375                 <span class="keywordflow">return</span> -1;
00376         }
00377 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_0" doxytag="NL3D::CChannelMixer::applySkeletonWeight" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::applySkeletonWeight </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>slot</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>skeleton</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>invert</em> = false</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

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    </td>
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</table>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Apply a skeleton template weight on a specific slot.<p>
This method apply the weight of each node contains in skelWeight to the channel's slot weight.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to empty. Must be &gt;= 0 and &lt; NumAnimationSlot. </td></tr>
    <tr><td valign=top><em>skeleton</em>&nbsp;</td><td>is the index of a skeleton in the animationSet. </td></tr>
    <tr><td valign=top><em>invert</em>&nbsp;</td><td>is true if the weights to attach to the channels are the weights of the skeleton template. false if the weights to attach to the channels are the 1.f-weights of the skeleton template.</td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a05543.html#l00516">516</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00442">_Channels</a>, <a class="el" href="a05544.html#l00120">NL3D::CChannelMixer::CSlot::_InvertedSkeletonWeight</a>, <a class="el" href="a05544.html#l00117">NL3D::CChannelMixer::CSlot::_SkeletonWeight</a>, <a class="el" href="a05544.html#l00436">_SlotArray</a>, <a class="el" href="a05450.html#l00070">NL3D::CAnimationSet::getChannelIdByName()</a>, <a class="el" href="a06399.html#l00045">NL3D::CSkeletonWeight::getNodeName()</a>, <a class="el" href="a06399.html#l00053">NL3D::CSkeletonWeight::getNodeWeight()</a>, <a class="el" href="a06399.html#l00038">NL3D::CSkeletonWeight::getNumNode()</a>, <a class="el" href="a05450.html#l00157">NL3D::CAnimationSet::getSkeletonWeight()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a05447.html#l00176">NL3D::CAnimationPlaylist::setupMixer()</a>.
<p>
<div class="fragment"><pre>00517 {
00518         <span class="comment">// Check alot arg</span>
00519         <a class="code" href="a04199.html#a6">nlassert</a> (slot&lt;NumAnimationSlot);
00520 
00521         <span class="comment">// Check the animationSet has been set</span>
00522         <a class="code" href="a04199.html#a6">nlassert</a> (_AnimationSet);
00523 
00524         <span class="comment">// Get the skeleton weight</span>
00525         <span class="keyword">const</span> CSkeletonWeight *pSkeleton=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_14">_AnimationSet</a>-&gt;getSkeletonWeight (skeleton);
00526 
00527         <span class="comment">// Something to change ?</span>
00528         <span class="keywordflow">if</span> ((pSkeleton!=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr3">_SkeletonWeight</a>)||(invert!=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr2">_InvertedSkeletonWeight</a>))
00529         {
00530                 <span class="comment">// Set the current skeleton</span>
00531                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr3">_SkeletonWeight</a>=pSkeleton;
00532                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr2">_InvertedSkeletonWeight</a>=invert;
00533 
00534                 <span class="comment">// Get number of node in the skeleton weight</span>
00535                 <a class="code" href="a04558.html#a15">uint</a> sizeSkel=pSkeleton-&gt;getNumNode ();
00536 
00537                 <span class="comment">// For each entry of the skeleton weight</span>
00538                 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> n=0; n&lt;sizeSkel; n++)
00539                 {
00540                         <span class="comment">// Get the name of the channel for this node</span>
00541                         <span class="keyword">const</span> string&amp; channelName=pSkeleton-&gt;getNodeName (n);
00542 
00543                         <span class="comment">// Get the channel Id having the same name than the tracks in this animation set.</span>
00544                         <a class="code" href="a04558.html#a15">uint</a> channelId=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_14">_AnimationSet</a>-&gt;getChannelIdByName (channelName);
00545 
00546                         <span class="comment">// Tracks exist in this animation set?</span>
00547                         <span class="keywordflow">if</span> (channelId!=CAnimationSet::NotFound)
00548                         {
00549                                 <span class="comment">// Get the weight of the channel for this node</span>
00550                                 <span class="keywordtype">float</span> weight=pSkeleton-&gt;getNodeWeight (n);
00551 
00552                                 <span class="comment">// Set the weight of this channel for this slot (only if channel setuped!!)</span>
00553                                 std::map&lt;uint, CChannel&gt;::iterator ite=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.find(channelId);
00554                                 <span class="keywordflow">if</span> (ite!=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.end())
00555                                         ite-&gt;second._Weights[slot]=invert?1.f-weight:weight;
00556                         }
00557                 }
00558         }
00559 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_9" doxytag="NL3D::CChannelMixer::cleanAll" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::cleanAll </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
        </tr>

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<p>
Clean the mixer. 
<p>

<p>
Definition at line <a class="el" href="a05543.html#l00587">587</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00134">NL3D::CChannelMixer::CSlot::_Dirt</a>, <a class="el" href="a05544.html#l00436">_SlotArray</a>, <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>, <a class="el" href="a05646.html#l00977">s</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a05543.html#l00154">eval()</a>, and <a class="el" href="a05543.html#l00255">evalChannels()</a>.
<p>
<div class="fragment"><pre>00588 {
00589         <span class="comment">// For each slot</span>
00590         <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a626">s</a>=0; <a class="code" href="a04223.html#a626">s</a>&lt;<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>; <a class="code" href="a04223.html#a626">s</a>++)
00591         {
00592                 <span class="comment">// Clean it</span>
00593                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[<a class="code" href="a04223.html#a626">s</a>].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr1">_Dirt</a>=<span class="keyword">false</span>;
00594         }
00595 
00596         <span class="comment">// Clean the mixer</span>
00597         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_17">_Dirt</a>=<span class="keyword">false</span>;
00598 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_10" doxytag="NL3D::CChannelMixer::dirtAll" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::dirtAll </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>
Dirt all slots. 
<p>

<p>
Definition at line <a class="el" href="a05543.html#l00602">602</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00134">NL3D::CChannelMixer::CSlot::_Dirt</a>, <a class="el" href="a05544.html#l00436">_SlotArray</a>, <a class="el" href="a05544.html#l00107">NL3D::CChannelMixer::CSlot::isEmpty()</a>, <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>, <a class="el" href="a05646.html#l00977">s</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a05543.html#l00306">addChannel()</a>, and <a class="el" href="a05543.html#l00381">resetChannels()</a>.
<p>
<div class="fragment"><pre>00603 {
00604         <span class="comment">// For each slot</span>
00605         <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a626">s</a>=0; <a class="code" href="a04223.html#a626">s</a>&lt;<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>; <a class="code" href="a04223.html#a626">s</a>++)
00606         {
00607                 <span class="comment">// Dirt</span>
00608                 <span class="keywordflow">if</span> (!<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[<a class="code" href="a04223.html#a626">s</a>].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotd2">isEmpty</a>())
00609                 {
00610                         <span class="comment">// Dirt it</span>
00611                         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[<a class="code" href="a04223.html#a626">s</a>].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr1">_Dirt</a>=<span class="keyword">true</span>;
00612 
00613                         <span class="comment">// Dirt the mixer</span>
00614                         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_17">_Dirt</a>=<span class="keyword">true</span>;
00615                 }
00616         }
00617 }
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_1" doxytag="NL3D::CChannelMixer::emptySlot" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::emptySlot </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>slot</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Empty a slot.<p>
Calling this method will dirt the mixer, ie, all the mixer's channels will be visited to check if they are used by the old animation. If they are, they will be linked in the internal <a class="el" href="a02336.html">CChannel</a> list.<p>
Warning: this method will assign the default value in the animated value that are removed from the active channel queue.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to empty. Must be &gt;= 0 and &lt; NumAnimationSlot.</td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a05543.html#l00485">485</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00134">NL3D::CChannelMixer::CSlot::_Dirt</a>, <a class="el" href="a05544.html#l00436">_SlotArray</a>, <a class="el" href="a05544.html#l00099">NL3D::CChannelMixer::CSlot::empty()</a>, <a class="el" href="a05544.html#l00107">NL3D::CChannelMixer::CSlot::isEmpty()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a05543.html#l00506">resetSlots()</a>, and <a class="el" href="a05447.html#l00176">NL3D::CAnimationPlaylist::setupMixer()</a>.
<p>
<div class="fragment"><pre>00486 {
00487         <span class="comment">// Check alot arg</span>
00488         <a class="code" href="a04199.html#a6">nlassert</a> (slot&lt;NumAnimationSlot);
00489 
00490         <span class="comment">// Does this animation already empty ?</span>
00491         <span class="keywordflow">if</span> (!<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotd2">isEmpty</a> ())
00492         {
00493                 <span class="comment">// Change it</span>
00494                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotd1">empty</a> ();
00495 
00496                 <span class="comment">// Dirt it</span>
00497                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr1">_Dirt</a>=<span class="keyword">true</span>;
00498 
00499                 <span class="comment">// Dirt the mixer</span>
00500                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_17">_Dirt</a>=<span class="keyword">true</span>;
00501         }
00502 }
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<a class="anchor" name="NL3D_1_1CChannelMixerz60_1" doxytag="NL3D::CChannelMixer::enableChannel" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::enableChannel </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>channelId</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>enable</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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<p>
disabling a channel means it is no more modified during animation. Default is enabled. NB: this channel must have been added (via <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_0">addChannel()</a>....). <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>channelId</em>&nbsp;</td><td>channelId get from <a class="el" href="a02210.html#NL3D_1_1CAnimationSeta7">CAnimationSet::getChannelIdByName()</a> or <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_0">addChannel()</a></td></tr>
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</dl>

<p>
Definition at line <a class="el" href="a05543.html#l00389">389</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00442">_Channels</a>, <a class="el" href="a05544.html#l00457">_ListToEvalDirt</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a06177.html#l00246">NL3D::CPlayListUser::enableChannel()</a>.
<p>
<div class="fragment"><pre>00390 {
00391         std::map&lt;uint, CChannel&gt;::iterator      it= <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.find(channelId);
00392         <span class="keywordflow">if</span>(it!=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.end())
00393         {
00394                 it-&gt;second._EnableFlags &amp;= ~CChannel::EnableUserFlag;
00395                 <span class="keywordflow">if</span>(enable)
00396                         it-&gt;second._EnableFlags |= CChannel::EnableUserFlag;
00397 
00398                 <span class="comment">// Must recompute the channels to animate.</span>
00399                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_22">_ListToEvalDirt</a>= <span class="keyword">true</span>;
00400         }
00401 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz59_0" doxytag="NL3D::CChannelMixer::eval" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::eval </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname" nowrap> <em>detail</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a13">uint64</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>evalDetailDate</em> = 0</td>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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<p>
Launch evaluation of all channels.<p>
This is the main method. It evals animations selected in the slots for listed channels.<p>
Only the channels that are animated by animations selected in the slots are evaluated. They are stored in a linked list managed by the channel array.<p>
Others are initialized with the default channel value.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>detail</em>&nbsp;</td><td>true if eval the detail part of animation. (done after clipping). </td></tr>
    <tr><td valign=top><em>evalDetailDate</em>&nbsp;</td><td>chann mixer store the last date of anim detail evaluated. if same, do nothing, else if &lt; or &gt;, compute the anim. ingored if detail is false.</td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a05543.html#l00154">154</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00461">_DetailListToEval</a>, <a class="el" href="a05544.html#l00460">_GlobalListToEval</a>, <a class="el" href="a05544.html#l00451">_LastEvalDetailDate</a>, <a class="el" href="a05544.html#l00457">_ListToEvalDirt</a>, <a class="el" href="a05544.html#l00178">NL3D::CChannelMixer::CChannel::_Object</a>, <a class="el" href="a05544.html#l00187">NL3D::CChannelMixer::CChannel::_OwnerValueId</a>, <a class="el" href="a05544.html#l00436">_SlotArray</a>, <a class="el" href="a05544.html#l00123">NL3D::CChannelMixer::CSlot::_Time</a>, <a class="el" href="a05544.html#l00196">NL3D::CChannelMixer::CChannel::_Tracks</a>, <a class="el" href="a05544.html#l00181">NL3D::CChannelMixer::CChannel::_Value</a>, <a class="el" href="a05544.html#l00184">NL3D::CChannelMixer::CChannel::_ValueId</a>, <a class="el" href="a05544.html#l00131">NL3D::CChannelMixer::CSlot::_Weight</a>, <a class="el" href="a05544.html#l00204">NL3D::CChannelMixer::CChannel::_Weights</a>, <a class="el" href="a03835.html#NL3D_1_1IAnimatedValuea0">NL3D::IAnimatedValue::affect()</a>, <a class="el" href="a05543.html#l00587">cleanAll()</a>, <a class="el" href="a05544.html#l00481">evalSingleChannel()</a>, <a class="el" href="a03542.html#NL3D_1_1ITrackKeyFramer_3_01CKeyVector_01_4a11">NL3D::ITrack::getValue()</a>, <a class="el" href="a05544.html#l00107">NL3D::CChannelMixer::CSlot::isEmpty()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>, <a class="el" href="a05543.html#l00621">refreshList()</a>, <a class="el" href="a05543.html#l00753">refreshListToEval()</a>, <a class="el" href="a05646.html#l00977">s</a>, <a class="el" href="a05981.html#l00101">sint64</a>, <a class="el" href="a05454.html#l00044">NL3D::TAnimationTime</a>, <a class="el" href="a05434.html#l00168">NL3D::IAnimatable::touch()</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a05981.html#l00102">uint64</a>.
<p>
Referenced by <a class="el" href="a05931.html#l00111">NL3D::CLodCharacterBuilder::addAnim()</a>, <a class="el" href="a06393.html#l01665">NL3D::CSkeletonModel::computeCurrentBBox()</a>, <a class="el" href="a06177.html#l00264">NL3D::CPlayListUser::evalPlayList()</a>, <a class="el" href="a06568.html#l00938">NL3D::CTransform::traverseAnimDetailWithoutUpdateWorldMatrix()</a>, and <a class="el" href="a05993.html#l00164">NL3D::CMeshBaseInstance::traverseHrc()</a>.
<p>
<div class="fragment"><pre>00155 {
00156         <span class="comment">// eval the detail animation only one time per scene traversal.</span>
00157         <span class="keywordflow">if</span>(detail)
00158         {
00159                 <span class="keywordflow">if</span>((<a class="code" href="a04558.html#a12">sint64</a>)evalDetailDate== <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_21">_LastEvalDetailDate</a>)
00160                         <span class="keywordflow">return</span>;
00161                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_21">_LastEvalDetailDate</a>= evalDetailDate;
00162         }
00163 
00164         <span class="comment">// clean list according to anim setup</span>
00165         <span class="keywordflow">if</span>(<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_17">_Dirt</a>)
00166         {
00167                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_12">refreshList</a>();
00168                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_9">cleanAll</a>();
00169         }
00170 
00171         <span class="comment">// clean eval list, according to channels enabled.</span>
00172         <span class="keywordflow">if</span>(<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_22">_ListToEvalDirt</a>)
00173         {
00174                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_13">refreshListToEval</a>();
00175                 <a class="code" href="a04199.html#a6">nlassert</a>(!_ListToEvalDirt);
00176         }
00177 
00178         <span class="comment">// If the number of channels to draw is 0, quick quit.</span>
00179         CChannel        **channelArrayPtr;
00180         <a class="code" href="a04558.html#a15">uint</a>            numChans;
00181         <span class="keywordflow">if</span>(detail)
00182         {
00183                 numChans= <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_16">_DetailListToEval</a>.size();
00184                 <span class="keywordflow">if</span>(numChans)
00185                         channelArrayPtr= &amp;<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_16">_DetailListToEval</a>[0];
00186                 <span class="keywordflow">else</span>
00187                         <span class="keywordflow">return</span>;
00188         }
00189         <span class="keywordflow">else</span>
00190         {
00191                 numChans= <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_20">_GlobalListToEval</a>.size();
00192                 <span class="keywordflow">if</span>(numChans)
00193                         channelArrayPtr= &amp;<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_20">_GlobalListToEval</a>[0];
00194                 <span class="keywordflow">else</span>
00195                         <span class="keywordflow">return</span>;
00196         }
00197         
00198         <span class="comment">// Setup an array of animation that are not empty and stay. HTimer: 0.0% (because CLod skeletons not parsed here)</span>
00199         <a class="code" href="a04558.html#a15">uint</a> numActive=0;
00200         <a class="code" href="a04558.html#a15">uint</a> activeSlot[<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>];
00201         <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a626">s</a>=0; <a class="code" href="a04223.html#a626">s</a>&lt;<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>; <a class="code" href="a04223.html#a626">s</a>++)
00202         {
00203                 <span class="comment">// Dirt, not empty and has an influence? (add)</span>
00204                 <span class="keywordflow">if</span> (!<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[<a class="code" href="a04223.html#a626">s</a>].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotd2">isEmpty</a>() &amp;&amp; <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[<a class="code" href="a04223.html#a626">s</a>].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr5">_Weight</a>&gt;0)
00205                         <span class="comment">// Add a dirt slot</span>
00206                         activeSlot[numActive++]=<a class="code" href="a04223.html#a626">s</a>;
00207         }
00208 
00209         <span class="comment">// no slot enabled at all?? skip</span>
00210         <span class="keywordflow">if</span>(numActive==0)
00211                 <span class="keywordflow">return</span>;
00212 
00213         <span class="comment">// For each selected channel</span>
00214         <span class="comment">// fast 'just one slot Activated' version</span>
00215         <span class="keywordflow">if</span>(numActive==1)
00216         {
00217                 <span class="comment">// Slot number</span>
00218                 <a class="code" href="a04558.html#a15">uint</a>                    slot=activeSlot[0];
00219                 <span class="comment">// Slot time</span>
00220                 <a class="code" href="a05363.html#a366">TAnimationTime</a>  slotTime= <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr4">_Time</a>;
00221                 
00222                 <span class="comment">// For all channels</span>
00223                 <span class="keywordflow">for</span>(;numChans&gt;0; numChans--, channelArrayPtr++)
00224                 {
00225                         CChannel        &amp;chan= **channelArrayPtr;
00226                         
00227                         <span class="comment">// if Current blend factor is not 0</span>
00228                         <span class="keywordflow">if</span>(chan._Weights[slot]!=0.0f)
00229                         {
00230                                 <span class="comment">// Eval the track at this time. HTimer: 0.7%</span>
00231                                 ((ITrack*)chan._Tracks[slot])-&gt;eval (slotTime);
00232                                 
00233                                 <span class="comment">// Copy the interpolated value. HTimer: 0.7%</span>
00234                                 chan._Value-&gt;affect (chan._Tracks[slot]-&gt;getValue());
00235 
00236                                 <span class="comment">// Touch the animated value and its owner to recompute them later. HTimer: 0.6%</span>
00237                                 chan._Object-&gt;touch (chan._ValueId, chan._OwnerValueId);
00238                         }
00239                 }
00240         }
00241         <span class="comment">// little bit slower Blend version</span>
00242         <span class="keywordflow">else</span>
00243         {
00244                 <span class="comment">// For all channels</span>
00245                 <span class="keywordflow">for</span>(;numChans&gt;0; numChans--, channelArrayPtr++)
00246                 {
00247                         CChannel        *pChannel= *channelArrayPtr;
00248                         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz59_2">evalSingleChannel</a>(**channelArrayPtr, numActive, activeSlot);
00249                 }
00250         }
00251 }
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<a class="anchor" name="NL3D_1_1CChannelMixerz59_1" doxytag="NL3D::CChannelMixer::evalChannels" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::evalChannels </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>channelIdArray</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>numID</em></td>
        </tr>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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<p>
Launch evaluation of some channels.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>channelIdArray</em>&nbsp;</td><td>array that contains the id of the channel to eval. </td></tr>
    <tr><td valign=top><em>numID</em>&nbsp;</td><td>number of ids in the array </td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a05543.html#l00255">255</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00442">_Channels</a>, <a class="el" href="a05544.html#l00457">_ListToEvalDirt</a>, <a class="el" href="a05544.html#l00436">_SlotArray</a>, <a class="el" href="a05544.html#l00131">NL3D::CChannelMixer::CSlot::_Weight</a>, <a class="el" href="a05543.html#l00587">cleanAll()</a>, <a class="el" href="a05544.html#l00481">evalSingleChannel()</a>, <a class="el" href="a05544.html#l00107">NL3D::CChannelMixer::CSlot::isEmpty()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>, <a class="el" href="a05543.html#l00621">refreshList()</a>, <a class="el" href="a05543.html#l00753">refreshListToEval()</a>, <a class="el" href="a05646.html#l00977">s</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a05544.html#l00481">evalSingleChannel()</a>, and <a class="el" href="a05492.html#l00194">NL3D::CBone::forceAnimate()</a>.
<p>
<div class="fragment"><pre>00256 {
00257         <span class="keywordflow">if</span> (!channelIdArray) <span class="keywordflow">return</span>;    
00258         <span class="keywordflow">if</span> (numID == 0) <span class="keywordflow">return</span>;
00259 
00260         <span class="comment">// Setup an array of animation that are not empty and stay</span>
00261         <a class="code" href="a04558.html#a15">uint</a> numActive=0;
00262         <a class="code" href="a04558.html#a15">uint</a> activeSlot[<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>];      
00263 
00264         <span class="comment">// clean list according to anim setup</span>
00265         <span class="keywordflow">if</span>(<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_17">_Dirt</a>)
00266         {
00267                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_12">refreshList</a>();
00268                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_9">cleanAll</a>();
00269         }
00270 
00271         <span class="comment">// clean eval list, according to channels enabled.</span>
00272         <span class="keywordflow">if</span>(<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_22">_ListToEvalDirt</a>)
00273         {
00274                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_13">refreshListToEval</a>();
00275                 <a class="code" href="a04199.html#a6">nlassert</a>(!_ListToEvalDirt);
00276         }
00277 
00278         <span class="comment">// Setup it up</span>
00279         <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a626">s</a>=0; <a class="code" href="a04223.html#a626">s</a>&lt;<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>; <a class="code" href="a04223.html#a626">s</a>++)
00280         {
00281                 <span class="comment">// Dirt, not empty and has an influence? (add)</span>
00282                 <span class="keywordflow">if</span> (!<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[<a class="code" href="a04223.html#a626">s</a>].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotd2">isEmpty</a>() &amp;&amp; <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[<a class="code" href="a04223.html#a626">s</a>].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr5">_Weight</a>&gt;0)
00283                         <span class="comment">// Add a dirt slot</span>
00284                         activeSlot[numActive++]=<a class="code" href="a04223.html#a626">s</a>;
00285         }
00286 
00287         <span class="comment">// no slot enabled at all?? skip</span>
00288         <span class="keywordflow">if</span>(numActive==0)
00289                 <span class="keywordflow">return</span>;
00290 
00291         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> k = 0; k &lt; numID; ++k)
00292         {
00293                 std::map&lt;uint, CChannel&gt;::iterator it = <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.find(channelIdArray[k]);
00294                 <span class="keywordflow">if</span> (it != <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.end())
00295                 {
00296                         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz59_2">evalSingleChannel</a>(it-&gt;second, numActive, activeSlot);
00297                 }
00298         }               
00299 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CChannelMixerz61_11" doxytag="NL3D::CChannelMixer::evalSingleChannel" ></a><p>
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        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::evalSingleChannel </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a02336.html">CChannel</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>chan</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>numActiveSlots</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>activeSlot</em>[NumAnimationSlot]</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Force evaluation of a single channel<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>chan</em>&nbsp;</td><td>the channel to eval </td></tr>
    <tr><td valign=top><em>numActiveSlots</em>&nbsp;</td><td>number of active slots </td></tr>
    <tr><td valign=top><em>activeSlot</em>&nbsp;</td><td>array of contiguous slots ids (there are 'numActiveSlots' of them)</td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a05543.html#l00083">83</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00171">NL3D::CChannelMixer::CChannel::_IsQuat</a>, <a class="el" href="a05544.html#l00178">NL3D::CChannelMixer::CChannel::_Object</a>, <a class="el" href="a05544.html#l00187">NL3D::CChannelMixer::CChannel::_OwnerValueId</a>, <a class="el" href="a05544.html#l00436">_SlotArray</a>, <a class="el" href="a05544.html#l00196">NL3D::CChannelMixer::CChannel::_Tracks</a>, <a class="el" href="a05544.html#l00181">NL3D::CChannelMixer::CChannel::_Value</a>, <a class="el" href="a05544.html#l00184">NL3D::CChannelMixer::CChannel::_ValueId</a>, <a class="el" href="a05544.html#l00131">NL3D::CChannelMixer::CSlot::_Weight</a>, <a class="el" href="a05544.html#l00204">NL3D::CChannelMixer::CChannel::_Weights</a>, <a class="el" href="a03835.html#NL3D_1_1IAnimatedValuea0">NL3D::IAnimatedValue::affect()</a>, <a class="el" href="a03835.html#NL3D_1_1IAnimatedValuea1">NL3D::IAnimatedValue::blend()</a>, <a class="el" href="a03542.html#NL3D_1_1ITrackKeyFramer_3_01CKeyVector_01_4a11">NL3D::ITrack::getValue()</a>, <a class="el" href="a05434.html#l00168">NL3D::IAnimatable::touch()</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a05442.html#l00116">NL3D::CAnimatedValueBlendable&lt; T &gt;::Value</a>.
<p>
<div class="fragment"><pre>00084 {       
00085         <span class="comment">// For Quat animated value only.</span>
00086         CQuat   firstQuat;
00087 
00088         <span class="comment">// First slot found</span>
00089         <span class="keywordtype">bool</span> bFirst=<span class="keyword">true</span>;
00090 
00091         <span class="comment">// Last blend factor</span>
00092         <span class="keywordtype">float</span> lastBlend=0.0;
00093 
00094         <span class="comment">// Eval each slot</span>
00095         <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> a=0; a&lt;numActive; a++)
00096         {
00097                 <span class="comment">// Slot number</span>
00098                 <a class="code" href="a04558.html#a15">uint</a> slot=activeSlot[a];
00099 
00100                 <span class="comment">// Current blend factor</span>
00101                 <span class="keywordtype">float</span> <a class="code" href="a05378.html#a253">blend</a>=chan._Weights[slot]*<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr5">_Weight</a>;
00102 
00103                 <span class="keywordflow">if</span>(<a class="code" href="a05378.html#a253">blend</a>!=0.0f)
00104                 {
00105                         <span class="comment">// Eval the track at this time</span>
00106                         ((ITrack*)chan._Tracks[slot])-&gt;eval (_SlotArray[slot]._Time);
00107 
00108                         <span class="comment">// First track to be eval ?</span>
00109                         <span class="keywordflow">if</span> (bFirst)
00110                         {
00111                                 <span class="comment">// If channel is a Quaternion animated Value, must store the first Quat.</span>
00112                                 <span class="keywordflow">if</span> (chan._IsQuat)
00113                                 {
00114                                         CAnimatedValueBlendable&lt;NLMISC::CQuat&gt;  *pQuatValue=(CAnimatedValueBlendable&lt;NLMISC::CQuat&gt;*)&amp;chan._Tracks[slot]-&gt;getValue();
00115                                         firstQuat=pQuatValue-&gt;Value;
00116                                 }
00117 
00118                                 <span class="comment">// Copy the interpolated value</span>
00119                                 chan._Value-&gt;affect (chan._Tracks[slot]-&gt;getValue());
00120 
00121                                 <span class="comment">// First blend factor</span>
00122                                 lastBlend=<a class="code" href="a05378.html#a253">blend</a>;
00123 
00124                                 <span class="comment">// Not first anymore</span>
00125                                 bFirst=<span class="keyword">false</span>;
00126                         }
00127                         <span class="keywordflow">else</span>
00128                         {
00129                                 <span class="comment">// If channel is a Quaternion animated Value, must makeClosest the ith result of the track, from firstQuat.</span>
00130                                 <span class="keywordflow">if</span> (chan._IsQuat)
00131                                 {
00132                                         CAnimatedValueBlendable&lt;NLMISC::CQuat&gt;  *pQuatValue=(CAnimatedValueBlendable&lt;NLMISC::CQuat&gt;*)&amp;chan._Tracks[slot]-&gt;getValue();
00133                                         pQuatValue-&gt;Value.makeClosest (firstQuat);
00134                                 }
00135 
00136                                 <span class="comment">// Blend with this value and the previous sum</span>
00137                                 chan._Value-&gt;blend (chan._Tracks[slot]-&gt;getValue(), lastBlend/(lastBlend+<a class="code" href="a05378.html#a253">blend</a>));
00138 
00139                                 <span class="comment">// last blend update</span>
00140                                 lastBlend+=<a class="code" href="a05378.html#a253">blend</a>;
00141                         }
00142                 }
00143 
00144                 <span class="comment">// NB: if all weights are 0, the AnimatedValue is not modified...</span>
00145         }
00146         
00147         <span class="comment">// Touch the animated value and its owner to recompute them later.</span>
00148         chan._Object-&gt;touch (chan._ValueId, chan._OwnerValueId);
00149 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CChannelMixerz59_2" doxytag="NL3D::CChannelMixer::evalSingleChannel" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::evalSingleChannel </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>channelId</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [inline]</code></td>
        </tr>

      </table>
    </td>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Force evaluation of a single channel
<p>
Definition at line <a class="el" href="a05544.html#l00481">481</a> of file <a class="el" href="a05544.html">channel_mixer.h</a>.
<p>
References <a class="el" href="a05543.html#l00255">evalChannels()</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
<p>
Referenced by <a class="el" href="a05543.html#l00154">eval()</a>, and <a class="el" href="a05543.html#l00255">evalChannels()</a>.
<p>
<div class="fragment"><pre>00482 {
00483         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz59_1">evalChannels</a>(&amp;channelId, 1);
00484 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CChannelMixerz59_3" doxytag="NL3D::CChannelMixer::getAnimationSet" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="a02210.html">CAnimationSet</a> * NL3D::CChannelMixer::getAnimationSet </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
        </tr>

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    </td>
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      &nbsp;
    </td>
    <td>

<p>
Get the animation set used by this channel mixer. The pointer is hold by the channel mixer until it changes. Return NULL if no animationSet defined.
<p>
Definition at line <a class="el" href="a05543.html#l00074">74</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
Referenced by <a class="el" href="a05447.html#l00176">NL3D::CAnimationPlaylist::setupMixer()</a>.
<p>
<div class="fragment"><pre>00075 {
00076         <span class="comment">// Return the animationSet Pointer</span>
00077         <span class="keywordflow">return</span> <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_14">_AnimationSet</a>;
00078 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NLGEORGES_1_1UTypea8" doxytag="NL3D::CChannelMixer::getRefCount" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="a04558.html#a14">sint</a>&amp; NLMISC::CRefCount::getRefCount </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline, inherited]</code></td>
        </tr>

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    <td>

<p>

<p>
Definition at line <a class="el" href="a06402.html#l00070">70</a> of file <a class="el" href="a06402.html">smart_ptr.h</a>.
<p>
References <a class="el" href="a06402.html#l00079">NLMISC::CRefCount::crefs</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
<p>
<div class="fragment"><pre>00071         {
00072                 <span class="keywordflow">return</span>  <a class="code" href="a02209.html#NLGEORGES_1_1UTypeo0">crefs</a>;
00073         }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CChannelMixerz61_2" doxytag="NL3D::CChannelMixer::getSlotAnimation" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="a02205.html">CAnimation</a> * NL3D::CChannelMixer::getSlotAnimation </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>slot</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
        </tr>

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      &nbsp;
    </td>
    <td>

<p>
Get the animation used by a given slot. 
<p>

<p>
Definition at line <a class="el" href="a05543.html#l00476">476</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00114">NL3D::CChannelMixer::CSlot::_Animation</a>, <a class="el" href="a05544.html#l00436">_SlotArray</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a05993.html#l00164">NL3D::CMeshBaseInstance::traverseHrc()</a>.
<p>
<div class="fragment"><pre>00477 {
00478         <a class="code" href="a04199.html#a6">nlassert</a>(slot &lt; NumAnimationSlot);
00479         <span class="keywordflow">return</span> <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr0">_Animation</a>;
00480 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz60_2" doxytag="NL3D::CChannelMixer::isChannelEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CChannelMixer::isChannelEnabled </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>channelId</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
        </tr>

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<p>
see <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_1">enableChannel()</a>. return false if channel do not exist... <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>channelId</em>&nbsp;</td><td>channelId get from <a class="el" href="a02210.html#NL3D_1_1CAnimationSeta7">CAnimationSet::getChannelIdByName()</a> or <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_0">addChannel()</a></td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a05543.html#l00405">405</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00442">_Channels</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a06177.html#l00254">NL3D::CPlayListUser::isChannelEnabled()</a>.
<p>
<div class="fragment"><pre>00406 {
00407         std::map&lt;uint, CChannel&gt;::const_iterator        it= <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.find(channelId);
00408         <span class="keywordflow">if</span>(it!=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.end())
00409         {
00410                 <span class="keywordflow">return</span> (it-&gt;second._EnableFlags &amp; CChannel::EnableUserFlag) != 0;
00411         }
00412         <span class="keywordflow">else</span>
00413                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
00414 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz60_3" doxytag="NL3D::CChannelMixer::isChannelLodEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CChannelMixer::isChannelLodEnabled </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>channelId</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
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<p>
see <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_1">enableChannel()</a>. return false if channel do not exist... <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>channelId</em>&nbsp;</td><td>channelId get from <a class="el" href="a02210.html#NL3D_1_1CAnimationSeta7">CAnimationSet::getChannelIdByName()</a> or <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_0">addChannel()</a></td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a05543.html#l00434">434</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00442">_Channels</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
<div class="fragment"><pre>00435 {
00436         std::map&lt;uint, CChannel&gt;::const_iterator        it= <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.find(channelId);
00437         <span class="keywordflow">if</span>(it!=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.end())
00438         {
00439                 <span class="keywordflow">return</span> (it-&gt;second._EnableFlags &amp; CChannel::EnableLodFlag) != 0;
00440         }
00441         <span class="keywordflow">else</span>
00442                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
00443 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz60_4" doxytag="NL3D::CChannelMixer::lodEnableChannel" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::lodEnableChannel </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>channelId</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>enable</em></td>
        </tr>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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<p>
Same as enableChannel but for Animation Lod system. The channel is animated only if both <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_1">enableChannel()</a> and <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_4">lodEnableChannel()</a> are true. Default is enabled. NB: this channel must have been added (via <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_0">addChannel()</a>....). <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>channelId</em>&nbsp;</td><td>channelId get from <a class="el" href="a02210.html#NL3D_1_1CAnimationSeta7">CAnimationSet::getChannelIdByName()</a> or <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz60_0">addChannel()</a></td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a05543.html#l00418">418</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00442">_Channels</a>, <a class="el" href="a05544.html#l00457">_ListToEvalDirt</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a05491.html#l00259">NL3D::CBone::lodEnableChannels()</a>.
<p>
<div class="fragment"><pre>00419 {
00420         std::map&lt;uint, CChannel&gt;::iterator      it= <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.find(channelId);
00421         <span class="keywordflow">if</span>(it!=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.end())
00422         {
00423                 it-&gt;second._EnableFlags &amp;= ~CChannel::EnableLodFlag;
00424                 <span class="keywordflow">if</span>(enable)
00425                         it-&gt;second._EnableFlags |= CChannel::EnableLodFlag;
00426 
00427                 <span class="comment">// Must recompute the channels to animate.</span>
00428                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_22">_ListToEvalDirt</a>= <span class="keyword">true</span>;
00429         }
00430 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_12" doxytag="NL3D::CChannelMixer::refreshList" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::refreshList </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>
Reshresh channel list. 
<p>

<p>
Definition at line <a class="el" href="a05543.html#l00621">621</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00114">NL3D::CChannelMixer::CSlot::_Animation</a>, <a class="el" href="a05544.html#l00175">NL3D::CChannelMixer::CChannel::_ChannelName</a>, <a class="el" href="a05544.html#l00442">_Channels</a>, <a class="el" href="a05544.html#l00190">NL3D::CChannelMixer::CChannel::_DefaultTracks</a>, <a class="el" href="a05544.html#l00165">NL3D::CChannelMixer::CChannel::_Detail</a>, <a class="el" href="a05544.html#l00134">NL3D::CChannelMixer::CSlot::_Dirt</a>, <a class="el" href="a05544.html#l00448">_FirstChannelDetail</a>, <a class="el" href="a05544.html#l00445">_FirstChannelGlobal</a>, <a class="el" href="a05544.html#l00162">NL3D::CChannelMixer::CChannel::_InTheList</a>, <a class="el" href="a05544.html#l00457">_ListToEvalDirt</a>, <a class="el" href="a05544.html#l00212">NL3D::CChannelMixer::CChannel::_Next</a>, <a class="el" href="a05544.html#l00178">NL3D::CChannelMixer::CChannel::_Object</a>, <a class="el" href="a05544.html#l00187">NL3D::CChannelMixer::CChannel::_OwnerValueId</a>, <a class="el" href="a05544.html#l00436">_SlotArray</a>, <a class="el" href="a05544.html#l00196">NL3D::CChannelMixer::CChannel::_Tracks</a>, <a class="el" href="a05544.html#l00181">NL3D::CChannelMixer::CChannel::_Value</a>, <a class="el" href="a05544.html#l00184">NL3D::CChannelMixer::CChannel::_ValueId</a>, <a class="el" href="a03835.html#NL3D_1_1IAnimatedValuea0">NL3D::IAnimatedValue::affect()</a>, <a class="el" href="a05444.html#l00077">NL3D::CAnimation::getIdTrackByName()</a>, <a class="el" href="a03542.html#NL3D_1_1ITrackKeyFramer_3_01CKeyVector_01_4a11">NL3D::ITrack::getValue()</a>, <a class="el" href="a05544.html#l00107">NL3D::CChannelMixer::CSlot::isEmpty()</a>, <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>, <a class="el" href="a05646.html#l00977">s</a>, <a class="el" href="a05434.html#l00168">NL3D::IAnimatable::touch()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a05543.html#l00154">eval()</a>, and <a class="el" href="a05543.html#l00255">evalChannels()</a>.
<p>
<div class="fragment"><pre>00622 {
00623         <span class="comment">// Setup an array of animation to add</span>
00624         <a class="code" href="a04558.html#a15">uint</a> numAdd=0;
00625         <a class="code" href="a04558.html#a15">uint</a> addSlot[<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>];
00626 
00627         <span class="comment">// Setup an array of animation that are not empty and stay</span>
00628         <a class="code" href="a04558.html#a15">uint</a> numStay=0;
00629         <a class="code" href="a04558.html#a15">uint</a> staySlot[<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>];
00630 
00631         <span class="comment">// Setup it up</span>
00632         <a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a626">s</a>;
00633         <span class="keywordflow">for</span> (<a class="code" href="a04223.html#a626">s</a>=0; <a class="code" href="a04223.html#a626">s</a>&lt;<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>; <a class="code" href="a04223.html#a626">s</a>++)
00634         {
00635                 <span class="comment">// Dirt and not empty ? (add)</span>
00636                 <span class="keywordflow">if</span> ((<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[<a class="code" href="a04223.html#a626">s</a>].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr1">_Dirt</a>)&amp;&amp;(!<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[<a class="code" href="a04223.html#a626">s</a>].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotd2">isEmpty</a>()))
00637                         <span class="comment">// Add a dirt slot</span>
00638                         addSlot[numAdd++]=<a class="code" href="a04223.html#a626">s</a>;
00639 
00640                 <span class="comment">// Not empty and not dirt ? (stay)</span>
00641                 <span class="keywordflow">if</span> ((!<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[<a class="code" href="a04223.html#a626">s</a>].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr1">_Dirt</a>)&amp;&amp;(!<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[<a class="code" href="a04223.html#a626">s</a>].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotd2">isEmpty</a>()))
00642                         <span class="comment">// Add a dirt slot</span>
00643                         staySlot[numStay++]=<a class="code" href="a04223.html#a626">s</a>;
00644         }
00645 
00646         <span class="comment">// Last channel pointer</span>
00647         CChannel **lastPointerGlobal=&amp;<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_19">_FirstChannelGlobal</a>;
00648         CChannel **lastPointerDetail=&amp;<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_18">_FirstChannelDetail</a>;
00649 
00650 
00651         <span class="comment">// Now scan each channel</span>
00652         map&lt;uint, CChannel&gt;::iterator           itChannel;
00653         <span class="keywordflow">for</span>(itChannel= <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.begin(); itChannel!=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.end();itChannel++)
00654         {
00655                 CChannel        &amp;channel= (*itChannel).second;
00656 
00657                 <span class="comment">// Add this channel to the list if true</span>
00658                 <span class="keywordtype">bool</span> add=<span class="keyword">false</span>;
00659 
00660                 <span class="comment">// For each slot to add</span>
00661                 <span class="keywordflow">for</span> (<a class="code" href="a04223.html#a626">s</a>=0; <a class="code" href="a04223.html#a626">s</a>&lt;numAdd; <a class="code" href="a04223.html#a626">s</a>++)
00662                 {
00663                         <span class="comment">// Find the index of the channel track in the animation set</span>
00664                         <a class="code" href="a04558.html#a15">uint</a> iDTrack=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[addSlot[<a class="code" href="a04223.html#a626">s</a>]].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr0">_Animation</a>-&gt;getIdTrackByName (channel._ChannelName);
00665 
00666                         <span class="comment">// If this track exist</span>
00667                         <span class="keywordflow">if</span> (iDTrack!=CAnimation::NotFound)
00668                         {
00669                                 <span class="comment">// Set the track</span>
00670                                 channel._Tracks[addSlot[<a class="code" href="a04223.html#a626">s</a>]]=_SlotArray[addSlot[<a class="code" href="a04223.html#a626">s</a>]]._Animation-&gt;getTrack (iDTrack);
00671 
00672                                 <span class="comment">// Add this channel to the list</span>
00673                                 add=<span class="keyword">true</span>;
00674                         }
00675                         <span class="keywordflow">else</span>
00676                         {
00677                                 <span class="comment">// Set the default track</span>
00678                                 channel._Tracks[addSlot[<a class="code" href="a04223.html#a626">s</a>]]=channel._DefaultTracks;
00679                         }
00680                 }
00681 
00682                 <span class="comment">// Add this channel to the list ?</span>
00683                 <span class="keywordflow">if</span> (!add)
00684                 {
00685                         <span class="comment">// Was it in the list ?</span>
00686                         <span class="keywordflow">if</span> (channel._InTheList)
00687                         {
00688                                 <span class="comment">// Check if this channel is still in use</span>
00689 
00690                                 <span class="comment">// For each slot in the stay list</span>
00691                                 <span class="keywordflow">for</span> (<a class="code" href="a04223.html#a626">s</a>=0; <a class="code" href="a04223.html#a626">s</a>&lt;numStay; <a class="code" href="a04223.html#a626">s</a>++)
00692                                 {
00693                                         <span class="comment">// Use anything interesting ?</span>
00694                                         <span class="keywordflow">if</span> (channel._Tracks[staySlot[<a class="code" href="a04223.html#a626">s</a>]]!=channel._DefaultTracks)
00695                                         {
00696                                                 <span class="comment">// Ok, add it to the list</span>
00697                                                 add=<span class="keyword">true</span>;
00698 
00699                                                 <span class="comment">// Stop</span>
00700                                                 <span class="keywordflow">break</span>;
00701                                         }
00702                                 }
00703 
00704                                 <span class="comment">// Still in use?</span>
00705                                 <span class="keywordflow">if</span> (!add)
00706                                 {
00707                                         <span class="comment">// Set it's value to default and touch it's object</span>
00708                                         channel._Value-&gt;affect (channel._DefaultTracks-&gt;getValue());
00709                                         channel._Object-&gt;touch (channel._ValueId, channel._OwnerValueId);
00710                                 }
00711                         }
00712                 }
00713 
00714                 <span class="comment">// Do i have to add the channel to the list</span>
00715                 <span class="keywordflow">if</span> (add)
00716                 {
00717                         <span class="comment">// It is in the list</span>
00718                         channel._InTheList=<span class="keyword">true</span>;
00719 
00720                         <span class="keywordflow">if</span>(channel._Detail)
00721                         {
00722                                 <span class="comment">// Set the last pointer value</span>
00723                                 *lastPointerDetail=&amp;channel;
00724                                 <span class="comment">// Change last pointer</span>
00725                                 lastPointerDetail=&amp;channel._Next;
00726                         }
00727                         <span class="keywordflow">else</span>
00728                         {
00729                                 <span class="comment">// Set the last pointer value</span>
00730                                 *lastPointerGlobal=&amp;channel;
00731                                 <span class="comment">// Change last pointer</span>
00732                                 lastPointerGlobal=&amp;channel._Next;
00733                         }
00734 
00735                 }
00736                 <span class="keywordflow">else</span>
00737                 {
00738                         <span class="comment">// It is not in the list</span>
00739                         channel._InTheList=<span class="keyword">false</span>;
00740                 }
00741         }
00742 
00743         <span class="comment">// End of the list</span>
00744         *lastPointerGlobal=NULL;
00745         *lastPointerDetail=NULL;
00746 
00747         <span class="comment">// Must recompute the channels to animate.</span>
00748         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_22">_ListToEvalDirt</a>= <span class="keyword">true</span>;
00749 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_13" doxytag="NL3D::CChannelMixer::refreshListToEval" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::refreshListToEval </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>
Reshresh animate list. 
<p>

<p>
Definition at line <a class="el" href="a05543.html#l00753">753</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00442">_Channels</a>, <a class="el" href="a05544.html#l00461">_DetailListToEval</a>, <a class="el" href="a05544.html#l00168">NL3D::CChannelMixer::CChannel::_EnableFlags</a>, <a class="el" href="a05544.html#l00448">_FirstChannelDetail</a>, <a class="el" href="a05544.html#l00445">_FirstChannelGlobal</a>, <a class="el" href="a05544.html#l00460">_GlobalListToEval</a>, <a class="el" href="a05544.html#l00457">_ListToEvalDirt</a>, and <a class="el" href="a05544.html#l00212">NL3D::CChannelMixer::CChannel::_Next</a>.
<p>
Referenced by <a class="el" href="a05543.html#l00154">eval()</a>, and <a class="el" href="a05543.html#l00255">evalChannels()</a>.
<p>
<div class="fragment"><pre>00754 {
00755         CChannel* pChannel;
00756 
00757         <span class="comment">/* NB: this save if(), especially when Used with Skeleton, and CLod mode</span>
00758 <span class="comment">        */</span>
00759 
00760         <span class="comment">// Global list.</span>
00761         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_20">_GlobalListToEval</a>.clear();
00762         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_20">_GlobalListToEval</a>.reserve(<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.size());
00763         pChannel=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_19">_FirstChannelGlobal</a>;
00764         <span class="keywordflow">while</span>(pChannel)
00765         {
00766                 <span class="comment">// if the channel is enabled (both user and lod), must eval all active slot.</span>
00767                 <span class="keywordflow">if</span>(pChannel-&gt;_EnableFlags == CChannel::EnableAllFlag)
00768                         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_20">_GlobalListToEval</a>.push_back(pChannel);
00769                 <span class="comment">// next</span>
00770                 pChannel= pChannel-&gt;_Next;
00771         }
00772 
00773         <span class="comment">// Global list.</span>
00774         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_16">_DetailListToEval</a>.clear();
00775         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_16">_DetailListToEval</a>.reserve(<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.size());
00776         pChannel=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_18">_FirstChannelDetail</a>;
00777         <span class="keywordflow">while</span>(pChannel)
00778         {
00779                 <span class="comment">// if the channel is enabled (both user and lod), must eval all active slot.</span>
00780                 <span class="keywordflow">if</span>(pChannel-&gt;_EnableFlags == CChannel::EnableAllFlag)
00781                         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_16">_DetailListToEval</a>.push_back(pChannel);
00782                 <span class="comment">// next</span>
00783                 pChannel= pChannel-&gt;_Next;
00784         }
00785 
00786         <span class="comment">// done</span>
00787         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_22">_ListToEvalDirt</a>= <span class="keyword">false</span>;
00788 }
</pre></div>    </td>
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</table>
<a class="anchor" name="NL3D_1_1CChannelMixerz60_5" doxytag="NL3D::CChannelMixer::resetChannels" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::resetChannels </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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</table>
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      &nbsp;
    </td>
    <td>

<p>
Reset the channel list if the mixer. All channels are removed from the mixer. 
<p>

<p>
Definition at line <a class="el" href="a05543.html#l00381">381</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00442">_Channels</a>, and <a class="el" href="a05543.html#l00602">dirtAll()</a>.
<p>
Referenced by <a class="el" href="a06177.html#l00084">NL3D::CPlayListUser::resetAllChannels()</a>, and <a class="el" href="a05543.html#l00063">setAnimationSet()</a>.
<p>
<div class="fragment"><pre>00382 {
00383         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.clear();
00384         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_10">dirtAll</a> ();
00385 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_3" doxytag="NL3D::CChannelMixer::resetEvalDetailDate" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::resetEvalDetailDate </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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    </td>
    <td>

<p>
reset to -1 the evalDetailDate. Hence next eval(true,..) will be forced to compute 
<p>

<p>
Definition at line <a class="el" href="a05543.html#l00791">791</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00451">_LastEvalDetailDate</a>.
<p>
Referenced by <a class="el" href="a06393.html#l01665">NL3D::CSkeletonModel::computeCurrentBBox()</a>.
<p>
<div class="fragment"><pre>00792 {
00793         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_21">_LastEvalDetailDate</a>= -1;
00794 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_4" doxytag="NL3D::CChannelMixer::resetSkeletonWeight" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::resetSkeletonWeight </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>slot</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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    </td>
    <td>

<p>
Reset the skeleton weight for a specific slot.<p>
This method apply set each channel's slot weight to 1.f.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to empty. Must be &gt;= 0 and &lt; NumAnimationSlot.</td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a05543.html#l00563">563</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00442">_Channels</a>, <a class="el" href="a05544.html#l00120">NL3D::CChannelMixer::CSlot::_InvertedSkeletonWeight</a>, <a class="el" href="a05544.html#l00117">NL3D::CChannelMixer::CSlot::_SkeletonWeight</a>, <a class="el" href="a05544.html#l00436">_SlotArray</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a05447.html#l00176">NL3D::CAnimationPlaylist::setupMixer()</a>.
<p>
<div class="fragment"><pre>00564 {
00565         <span class="comment">// Check alot arg</span>
00566         <a class="code" href="a04199.html#a6">nlassert</a> (slot&lt;NumAnimationSlot);
00567 
00568         <span class="comment">// Something to change ?</span>
00569         <span class="keywordflow">if</span> (<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr3">_SkeletonWeight</a>!=NULL)
00570         {
00571                 <span class="comment">// Set skeleton</span>
00572                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr3">_SkeletonWeight</a>=NULL;
00573                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr2">_InvertedSkeletonWeight</a>=<span class="keyword">false</span>;
00574 
00575                 <span class="comment">// For each channels</span>
00576                 map&lt;uint, CChannel&gt;::iterator           itChannel;
00577                 <span class="keywordflow">for</span>(itChannel= <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.begin(); itChannel!=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_15">_Channels</a>.end();itChannel++)
00578                 {
00579                         <span class="comment">// Reset</span>
00580                         (*itChannel).second._Weights[slot]=1.f;
00581                 }
00582         }
00583 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_5" doxytag="NL3D::CChannelMixer::resetSlots" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::resetSlots </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Reset the slot of the mixer. All slot will be empty.<p>
Calling this method will dirt the mixer, ie, all the mixer's channels will be visited to check if they are used by the old animation. If they are, they will be linked in the internal <a class="el" href="a02336.html">CChannel</a> list.
<p>
Definition at line <a class="el" href="a05543.html#l00506">506</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05543.html#l00485">emptySlot()</a>, <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>, <a class="el" href="a05646.html#l00977">s</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
<div class="fragment"><pre>00507 {
00508         <span class="comment">// Empty all slots</span>
00509         <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a626">s</a>=0; <a class="code" href="a04223.html#a626">s</a>&lt;<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>; <a class="code" href="a04223.html#a626">s</a>++)
00510                 <span class="comment">// Empty it</span>
00511                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_1">emptySlot</a> (s);
00512 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz59_4" doxytag="NL3D::CChannelMixer::setAnimationSet" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::setAnimationSet </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a02210.html">CAnimationSet</a> *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>animationSet</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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    </td>
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<p>
Set the animation set used by this channel mixer. The pointer is hold by the channel mixer until it changes.
<p>
Definition at line <a class="el" href="a05543.html#l00063">63</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05543.html#l00381">resetChannels()</a>.
<p>
Referenced by <a class="el" href="a05931.html#l00111">NL3D::CLodCharacterBuilder::addAnim()</a>, <a class="el" href="a06178.html#l00064">NL3D::CPlayListUser::CPlayListUser()</a>, <a class="el" href="a06348.html#l00600">NL3D::CScene::createInstance()</a>, and <a class="el" href="a06348.html#l01112">NL3D::CScene::setAutomaticAnimationSet()</a>.
<p>
<div class="fragment"><pre>00064 {
00065         <span class="comment">// Set the animationSet Pointer</span>
00066         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_14">_AnimationSet</a>=animationSet;
00067 
00068         <span class="comment">// clear the channels.</span>
00069         <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz60_5">resetChannels</a>();
00070 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_6" doxytag="NL3D::CChannelMixer::setSlotAnimation" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::setSlotAnimation </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>slot</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>animation</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

      </table>
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</table>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Set slot animation.<p>
You must set an animationSet in the channel mixer before calling this.<p>
Calling this method will dirt the mixer, ie, all the mixer's channels will be visited to check if they are used by the new animation. If they are, they will be linked in the internal <a class="el" href="a02336.html">CChannel</a> list.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to change the animation. Must be &gt;= 0 and &lt; NumAnimationSlot. </td></tr>
    <tr><td valign=top><em>animation</em>&nbsp;</td><td>is the new animation index in the animationSet use by this slot. </td></tr>
  </table>
</dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="a02210.html">CAnimationSet</a>, <a class="el" href="a02205.html">CAnimation</a></dd></dl>

<p>
Definition at line <a class="el" href="a05543.html#l00449">449</a> of file <a class="el" href="a05543.html">channel_mixer.cpp</a>.
<p>
References <a class="el" href="a05544.html#l00114">NL3D::CChannelMixer::CSlot::_Animation</a>, <a class="el" href="a05544.html#l00134">NL3D::CChannelMixer::CSlot::_Dirt</a>, <a class="el" href="a05544.html#l00436">_SlotArray</a>, <a class="el" href="a05450.html#l00112">NL3D::CAnimationSet::getAnimation()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a05931.html#l00111">NL3D::CLodCharacterBuilder::addAnim()</a>, <a class="el" href="a06348.html#l00600">NL3D::CScene::createInstance()</a>, and <a class="el" href="a05447.html#l00176">NL3D::CAnimationPlaylist::setupMixer()</a>.
<p>
<div class="fragment"><pre>00450 {
00451         <span class="comment">// Check alot arg</span>
00452         <a class="code" href="a04199.html#a6">nlassert</a> (slot&lt;NumAnimationSlot);
00453 
00454         <span class="comment">// Check an animationSet as been set.</span>
00455         <a class="code" href="a04199.html#a6">nlassert</a> (_AnimationSet);
00456 
00457         <span class="comment">// Find the animation pointer for this animation</span>
00458         <span class="keyword">const</span> CAnimation* pAnimation=<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_14">_AnimationSet</a>-&gt;getAnimation (animation);
00459 
00460         <span class="comment">// Does this animation change ?</span>
00461         <span class="keywordflow">if</span> (<a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr0">_Animation</a>!=pAnimation)
00462         {
00463                 <span class="comment">// Change it</span>
00464                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr0">_Animation</a>=pAnimation;
00465 
00466                 <span class="comment">// Dirt it</span>
00467                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr1">_Dirt</a>=<span class="keyword">true</span>;
00468 
00469                 <span class="comment">// Dirt the mixer</span>
00470                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_17">_Dirt</a>=<span class="keyword">true</span>;
00471         }
00472 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_7" doxytag="NL3D::CChannelMixer::setSlotTime" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::setSlotTime </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>slot</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a05363.html#a366">TAnimationTime</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>time</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [inline]</code></td>
        </tr>

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      &nbsp;
    </td>
    <td>

<p>
Set time of a slot.<p>
This time will be used to eval the animation set in this slot. Each slot can have different time.<p>
Calling this method won't dirt the mixer.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to change the time. Must be &gt;= 0 and &lt; NumAnimationSlot. </td></tr>
    <tr><td valign=top><em>time</em>&nbsp;</td><td>is the new time to use in the slot. </td></tr>
  </table>
</dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="a05363.html#a366">TAnimationTime</a></dd></dl>

<p>
Definition at line <a class="el" href="a05544.html#l00345">345</a> of file <a class="el" href="a05544.html">channel_mixer.h</a>.
<p>
References <a class="el" href="a05544.html#l00436">_SlotArray</a>, <a class="el" href="a05544.html#l00123">NL3D::CChannelMixer::CSlot::_Time</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>, <a class="el" href="a05454.html#l00044">NL3D::TAnimationTime</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a05931.html#l00111">NL3D::CLodCharacterBuilder::addAnim()</a>, <a class="el" href="a05447.html#l00176">NL3D::CAnimationPlaylist::setupMixer()</a>, and <a class="el" href="a05993.html#l00164">NL3D::CMeshBaseInstance::traverseHrc()</a>.
<p>
<div class="fragment"><pre>00346         {
00347                 <span class="comment">// Check alot arg</span>
00348                 <a class="code" href="a04199.html#a6">nlassert</a> (slot&lt;NumAnimationSlot);
00349 
00350                 <span class="comment">// Set the time</span>
00351                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr4">_Time</a>=time;
00352         }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_8" doxytag="NL3D::CChannelMixer::setSlotWeight" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CChannelMixer::setSlotWeight </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>slot</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap> <em>weight</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [inline]</code></td>
        </tr>

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      &nbsp;
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<p>
Set slot weight.<p>
This weight will be used to eval the animation set in this slot. Each slot can have different weight. Calling this method won't dirt the mixer.<p>
By default the weight of the slot is 1.0f.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to change the weight. </td></tr>
    <tr><td valign=top><em>weight</em>&nbsp;</td><td>is the new weight to use in the slot. No range for this weight. If the weight == 0.f, the slot have no effect on the final mix.</td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a05544.html#l00366">366</a> of file <a class="el" href="a05544.html">channel_mixer.h</a>.
<p>
References <a class="el" href="a05544.html#l00436">_SlotArray</a>, <a class="el" href="a05544.html#l00131">NL3D::CChannelMixer::CSlot::_Weight</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz57_0NL3D_1_1CChannelMixerw0">NumAnimationSlot</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a05447.html#l00176">NL3D::CAnimationPlaylist::setupMixer()</a>.
<p>
<div class="fragment"><pre>00367         {
00368                 <span class="comment">// Check alot arg</span>
00369                 <a class="code" href="a04199.html#a6">nlassert</a> (slot&lt;NumAnimationSlot);
00370 
00371                 <span class="comment">// Set the time</span>
00372                 <a class="code" href="a02335.html#NL3D_1_1CChannelMixerz61_23">_SlotArray</a>[slot].<a class="code" href="a02337.html#NL3D_1_1CChannelMixer_1_1CSlotr5">_Weight</a>=weight;
00373         }
</pre></div>    </td>
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<hr><h2>Friends And Related Function Documentation</h2>
<a class="anchor" name="NLGEORGES_1_1UTypen0" doxytag="NL3D::CChannelMixer::CPtrInfo" ></a><p>
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          <td class="md" nowrap valign="top"> friend struct CPtrInfo<code> [friend, inherited]</code>
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<p>

<p>
Definition at line <a class="el" href="a06402.html#l00067">67</a> of file <a class="el" href="a06402.html">smart_ptr.h</a>.    </td>
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</table>
<hr><h2>Field Documentation</h2>
<a class="anchor" name="NL3D_1_1CChannelMixerz61_14" doxytag="NL3D::CChannelMixer::_AnimationSet" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="a02210.html">CAnimationSet</a>* <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_14">NL3D::CChannelMixer::_AnimationSet</a><code> [private]</code>
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    </td>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Apply a skeleton template weight on a specific slot.<p>
This method apply the weight of each node contains in skelWeight to the channel's slot weight.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to empty. Must be &gt;= 0 and &lt; NumAnimationSlot. </td></tr>
    <tr><td valign=top><em>skeleton</em>&nbsp;</td><td>is the index of a skeleton in the animationSet. </td></tr>
    <tr><td valign=top><em>invert</em>&nbsp;</td><td>is true if the weights to attach to the channels are the weights of the skeleton template. false if the weights to attach to the channels are the 1.f-weights of the skeleton template.</td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a05544.html#l00439">439</a> of file <a class="el" href="a05544.html">channel_mixer.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CChannelMixerz61_15" doxytag="NL3D::CChannelMixer::_Channels" ></a><p>
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          <td class="md" nowrap valign="top"> std::map&lt;<a class="el" href="a04558.html#a15">uint</a>, <a class="el" href="a02336.html">CChannel</a>&gt; <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_15">NL3D::CChannelMixer::_Channels</a><code> [private]</code>
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    </td>
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    </td>
    <td>

<p>
Apply a skeleton template weight on a specific slot.<p>
This method apply the weight of each node contains in skelWeight to the channel's slot weight.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to empty. Must be &gt;= 0 and &lt; NumAnimationSlot. </td></tr>
    <tr><td valign=top><em>skeleton</em>&nbsp;</td><td>is the index of a skeleton in the animationSet. </td></tr>
    <tr><td valign=top><em>invert</em>&nbsp;</td><td>is true if the weights to attach to the channels are the weights of the skeleton template. false if the weights to attach to the channels are the 1.f-weights of the skeleton template.</td></tr>
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</dl>

<p>
Definition at line <a class="el" href="a05544.html#l00442">442</a> of file <a class="el" href="a05544.html">channel_mixer.h</a>.
<p>
Referenced by <a class="el" href="a05543.html#l00306">addChannel()</a>, <a class="el" href="a05543.html#l00516">applySkeletonWeight()</a>, <a class="el" href="a05543.html#l00389">enableChannel()</a>, <a class="el" href="a05543.html#l00255">evalChannels()</a>, <a class="el" href="a05543.html#l00405">isChannelEnabled()</a>, <a class="el" href="a05543.html#l00434">isChannelLodEnabled()</a>, <a class="el" href="a05543.html#l00418">lodEnableChannel()</a>, <a class="el" href="a05543.html#l00621">refreshList()</a>, <a class="el" href="a05543.html#l00753">refreshListToEval()</a>, <a class="el" href="a05543.html#l00381">resetChannels()</a>, and <a class="el" href="a05543.html#l00563">resetSkeletonWeight()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_16" doxytag="NL3D::CChannelMixer::_DetailListToEval" ></a><p>
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          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a02336.html">CChannel</a>*&gt; <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_16">NL3D::CChannelMixer::_DetailListToEval</a><code> [private]</code>
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<p>
Apply a skeleton template weight on a specific slot.<p>
This method apply the weight of each node contains in skelWeight to the channel's slot weight.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to empty. Must be &gt;= 0 and &lt; NumAnimationSlot. </td></tr>
    <tr><td valign=top><em>skeleton</em>&nbsp;</td><td>is the index of a skeleton in the animationSet. </td></tr>
    <tr><td valign=top><em>invert</em>&nbsp;</td><td>is true if the weights to attach to the channels are the weights of the skeleton template. false if the weights to attach to the channels are the 1.f-weights of the skeleton template.</td></tr>
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</dl>

<p>
Definition at line <a class="el" href="a05544.html#l00461">461</a> of file <a class="el" href="a05544.html">channel_mixer.h</a>.
<p>
Referenced by <a class="el" href="a05543.html#l00154">eval()</a>, and <a class="el" href="a05543.html#l00753">refreshListToEval()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_17" doxytag="NL3D::CChannelMixer::_Dirt" ></a><p>
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          <td class="md" nowrap valign="top"> bool <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_17">NL3D::CChannelMixer::_Dirt</a><code> [private]</code>
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      &nbsp;
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    <td>

<p>
Apply a skeleton template weight on a specific slot.<p>
This method apply the weight of each node contains in skelWeight to the channel's slot weight.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to empty. Must be &gt;= 0 and &lt; NumAnimationSlot. </td></tr>
    <tr><td valign=top><em>skeleton</em>&nbsp;</td><td>is the index of a skeleton in the animationSet. </td></tr>
    <tr><td valign=top><em>invert</em>&nbsp;</td><td>is true if the weights to attach to the channels are the weights of the skeleton template. false if the weights to attach to the channels are the 1.f-weights of the skeleton template.</td></tr>
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</dl>

<p>
Definition at line <a class="el" href="a05544.html#l00454">454</a> of file <a class="el" href="a05544.html">channel_mixer.h</a>.    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_18" doxytag="NL3D::CChannelMixer::_FirstChannelDetail" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a02336.html">CChannel</a>* <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_18">NL3D::CChannelMixer::_FirstChannelDetail</a><code> [private]</code>
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<p>
Apply a skeleton template weight on a specific slot.<p>
This method apply the weight of each node contains in skelWeight to the channel's slot weight.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to empty. Must be &gt;= 0 and &lt; NumAnimationSlot. </td></tr>
    <tr><td valign=top><em>skeleton</em>&nbsp;</td><td>is the index of a skeleton in the animationSet. </td></tr>
    <tr><td valign=top><em>invert</em>&nbsp;</td><td>is true if the weights to attach to the channels are the weights of the skeleton template. false if the weights to attach to the channels are the 1.f-weights of the skeleton template.</td></tr>
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</dl>

<p>
Definition at line <a class="el" href="a05544.html#l00448">448</a> of file <a class="el" href="a05544.html">channel_mixer.h</a>.
<p>
Referenced by <a class="el" href="a05543.html#l00044">CChannelMixer()</a>, <a class="el" href="a05543.html#l00621">refreshList()</a>, and <a class="el" href="a05543.html#l00753">refreshListToEval()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_19" doxytag="NL3D::CChannelMixer::_FirstChannelGlobal" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a02336.html">CChannel</a>* <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_19">NL3D::CChannelMixer::_FirstChannelGlobal</a><code> [private]</code>
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    </td>
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    <td>

<p>
Apply a skeleton template weight on a specific slot.<p>
This method apply the weight of each node contains in skelWeight to the channel's slot weight.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to empty. Must be &gt;= 0 and &lt; NumAnimationSlot. </td></tr>
    <tr><td valign=top><em>skeleton</em>&nbsp;</td><td>is the index of a skeleton in the animationSet. </td></tr>
    <tr><td valign=top><em>invert</em>&nbsp;</td><td>is true if the weights to attach to the channels are the weights of the skeleton template. false if the weights to attach to the channels are the 1.f-weights of the skeleton template.</td></tr>
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</dl>

<p>
Definition at line <a class="el" href="a05544.html#l00445">445</a> of file <a class="el" href="a05544.html">channel_mixer.h</a>.
<p>
Referenced by <a class="el" href="a05543.html#l00044">CChannelMixer()</a>, <a class="el" href="a05543.html#l00621">refreshList()</a>, and <a class="el" href="a05543.html#l00753">refreshListToEval()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_20" doxytag="NL3D::CChannelMixer::_GlobalListToEval" ></a><p>
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          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a02336.html">CChannel</a>*&gt; <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_20">NL3D::CChannelMixer::_GlobalListToEval</a><code> [private]</code>
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      &nbsp;
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<p>
Apply a skeleton template weight on a specific slot.<p>
This method apply the weight of each node contains in skelWeight to the channel's slot weight.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to empty. Must be &gt;= 0 and &lt; NumAnimationSlot. </td></tr>
    <tr><td valign=top><em>skeleton</em>&nbsp;</td><td>is the index of a skeleton in the animationSet. </td></tr>
    <tr><td valign=top><em>invert</em>&nbsp;</td><td>is true if the weights to attach to the channels are the weights of the skeleton template. false if the weights to attach to the channels are the 1.f-weights of the skeleton template.</td></tr>
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</dl>

<p>
Definition at line <a class="el" href="a05544.html#l00460">460</a> of file <a class="el" href="a05544.html">channel_mixer.h</a>.
<p>
Referenced by <a class="el" href="a05543.html#l00154">eval()</a>, and <a class="el" href="a05543.html#l00753">refreshListToEval()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_21" doxytag="NL3D::CChannelMixer::_LastEvalDetailDate" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a12">sint64</a> <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_21">NL3D::CChannelMixer::_LastEvalDetailDate</a><code> [private]</code>
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<p>
Apply a skeleton template weight on a specific slot.<p>
This method apply the weight of each node contains in skelWeight to the channel's slot weight.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to empty. Must be &gt;= 0 and &lt; NumAnimationSlot. </td></tr>
    <tr><td valign=top><em>skeleton</em>&nbsp;</td><td>is the index of a skeleton in the animationSet. </td></tr>
    <tr><td valign=top><em>invert</em>&nbsp;</td><td>is true if the weights to attach to the channels are the weights of the skeleton template. false if the weights to attach to the channels are the 1.f-weights of the skeleton template.</td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a05544.html#l00451">451</a> of file <a class="el" href="a05544.html">channel_mixer.h</a>.
<p>
Referenced by <a class="el" href="a05543.html#l00044">CChannelMixer()</a>, <a class="el" href="a05543.html#l00154">eval()</a>, and <a class="el" href="a05543.html#l00791">resetEvalDetailDate()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_22" doxytag="NL3D::CChannelMixer::_ListToEvalDirt" ></a><p>
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          <td class="md" nowrap valign="top"> bool <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_22">NL3D::CChannelMixer::_ListToEvalDirt</a><code> [private]</code>
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    </td>
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      &nbsp;
    </td>
    <td>

<p>
Apply a skeleton template weight on a specific slot.<p>
This method apply the weight of each node contains in skelWeight to the channel's slot weight.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to empty. Must be &gt;= 0 and &lt; NumAnimationSlot. </td></tr>
    <tr><td valign=top><em>skeleton</em>&nbsp;</td><td>is the index of a skeleton in the animationSet. </td></tr>
    <tr><td valign=top><em>invert</em>&nbsp;</td><td>is true if the weights to attach to the channels are the weights of the skeleton template. false if the weights to attach to the channels are the 1.f-weights of the skeleton template.</td></tr>
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</dl>

<p>
Definition at line <a class="el" href="a05544.html#l00457">457</a> of file <a class="el" href="a05544.html">channel_mixer.h</a>.
<p>
Referenced by <a class="el" href="a05543.html#l00044">CChannelMixer()</a>, <a class="el" href="a05543.html#l00389">enableChannel()</a>, <a class="el" href="a05543.html#l00154">eval()</a>, <a class="el" href="a05543.html#l00255">evalChannels()</a>, <a class="el" href="a05543.html#l00418">lodEnableChannel()</a>, <a class="el" href="a05543.html#l00621">refreshList()</a>, and <a class="el" href="a05543.html#l00753">refreshListToEval()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CChannelMixerz61_23" doxytag="NL3D::CChannelMixer::_SlotArray" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a02337.html">CSlot</a> <a class="el" href="a02335.html#NL3D_1_1CChannelMixerz61_23">NL3D::CChannelMixer::_SlotArray</a>[NumAnimationSlot]<code> [private]</code>
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      &nbsp;
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    <td>

<p>
Apply a skeleton template weight on a specific slot.<p>
This method apply the weight of each node contains in skelWeight to the channel's slot weight.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>slot</em>&nbsp;</td><td>is the slot number to empty. Must be &gt;= 0 and &lt; NumAnimationSlot. </td></tr>
    <tr><td valign=top><em>skeleton</em>&nbsp;</td><td>is the index of a skeleton in the animationSet. </td></tr>
    <tr><td valign=top><em>invert</em>&nbsp;</td><td>is true if the weights to attach to the channels are the weights of the skeleton template. false if the weights to attach to the channels are the 1.f-weights of the skeleton template.</td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a05544.html#l00436">436</a> of file <a class="el" href="a05544.html">channel_mixer.h</a>.
<p>
Referenced by <a class="el" href="a05543.html#l00516">applySkeletonWeight()</a>, <a class="el" href="a05543.html#l00587">cleanAll()</a>, <a class="el" href="a05543.html#l00602">dirtAll()</a>, <a class="el" href="a05543.html#l00485">emptySlot()</a>, <a class="el" href="a05543.html#l00154">eval()</a>, <a class="el" href="a05543.html#l00255">evalChannels()</a>, <a class="el" href="a05543.html#l00083">evalSingleChannel()</a>, <a class="el" href="a05543.html#l00476">getSlotAnimation()</a>, <a class="el" href="a05543.html#l00621">refreshList()</a>, <a class="el" href="a05543.html#l00563">resetSkeletonWeight()</a>, <a class="el" href="a05543.html#l00449">setSlotAnimation()</a>, <a class="el" href="a05544.html#l00345">setSlotTime()</a>, and <a class="el" href="a05544.html#l00366">setSlotWeight()</a>.    </td>
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<a class="anchor" name="NLGEORGES_1_1UTypeo0" doxytag="NL3D::CChannelMixer::crefs" ></a><p>
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      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a14">sint</a> <a class="el" href="a02209.html#NLGEORGES_1_1UTypeo0">NLMISC::CRefCount::crefs</a><code> [mutable, inherited]</code>
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      &nbsp;
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    <td>

<p>

<p>
Definition at line <a class="el" href="a06402.html#l00079">79</a> of file <a class="el" href="a06402.html">smart_ptr.h</a>.
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Referenced by <a class="el" href="a06402.html#l00085">NLMISC::CRefCount::CRefCount()</a>, <a class="el" href="a06402.html#l00070">NLMISC::CRefCount::getRefCount()</a>, and <a class="el" href="a06403.html#l00044">NLMISC::CRefCount::~CRefCount()</a>.    </td>
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<a class="anchor" name="NLGEORGES_1_1UTypes0" doxytag="NL3D::CChannelMixer::NullPtrInfo" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03320.html">CRefCount::CPtrInfo</a> <a class="el" href="a02209.html#NLGEORGES_1_1UTypes0">NLMISC::CRefCount::NullPtrInfo</a><code> [static, inherited]</code>
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Referenced by <a class="el" href="a06402.html#l00085">NLMISC::CRefCount::CRefCount()</a>.    </td>
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<a class="anchor" name="NLGEORGES_1_1UTypeo1" doxytag="NL3D::CChannelMixer::pinfo" ></a><p>
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          <td class="md" nowrap valign="top"> CPtrInfo* <a class="el" href="a02209.html#NLGEORGES_1_1UTypeo1">NLMISC::CRefCount::pinfo</a><code> [mutable, inherited]</code>
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Definition at line <a class="el" href="a06402.html#l00080">80</a> of file <a class="el" href="a06402.html">smart_ptr.h</a>.
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Referenced by <a class="el" href="a06402.html#l00085">NLMISC::CRefCount::CRefCount()</a>, and <a class="el" href="a06403.html#l00044">NLMISC::CRefCount::~CRefCount()</a>.    </td>
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<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="a05544.html">channel_mixer.h</a><li><a class="el" href="a05543.html">channel_mixer.cpp</a></ul>
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