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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<title>NeL: NL3D::CLodCharacterShape class Reference</title>
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<h1>NL3D::CLodCharacterShape Class Reference</h1><code>#include &lt;<a class="el" href="a05938.html">lod_character_shape.h</a>&gt;</code>
<p>
<hr><a name="_details"></a><h2>Detailed Description</h2>
A very Small Shape with anims encoded as Key Meshes. Used for Lod of skinned meshes NB: normals are not skinned (for anim size consideration). <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
Nevrax France </dd></dl>
<dl compact><dt><b>Date:</b></dt><dd>2002 </dd></dl>

<p>

<p>
Definition at line <a class="el" href="a05938.html#l00130">130</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.<table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapea0">addAnim</a> (const <a class="el" href="a02803.html">CAnimBuild</a> &amp;animBuild)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapea1">buildMesh</a> (const std::string &amp;name, const <a class="el" href="a02808.html">CLodCharacterShapeBuild</a> &amp;lodBuild)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapea2">CLodCharacterShape</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Constructor.  <a href="#NL3D_1_1CLodCharacterShapea2"></a><br><br></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="a02801.html#NL3D_1_1CLodCharacterShapea3">getAnimIdByName</a> (const std::string &amp;name) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the animId from a name. -1 if not found  <a href="#NL3D_1_1CLodCharacterShapea3"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a02805.html">CVector3s</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapea4">getAnimKey</a> (<a class="el" href="a04558.html#a15">uint</a> animId, <a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> time, bool wrapMode, <a class="el" href="a03128.html">CVector</a> &amp;unPackScaleFactor) const </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="a02801.html#NL3D_1_1CLodCharacterShapea5">getBoneIdByName</a> (const std::string &amp;name) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get a bone id, according to its name. -1 if not found  <a href="#NL3D_1_1CLodCharacterShapea5"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const std::string &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapea6">getName</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get name of this lod.  <a href="#NL3D_1_1CLodCharacterShapea6"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a03128.html">CVector</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapea7">getNormals</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get a ptr to the triangles indices  <a href="#NL3D_1_1CLodCharacterShapea7"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapea8">getNumBones</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the number of bones  <a href="#NL3D_1_1CLodCharacterShapea8"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapea9">getNumTriangles</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the number of triangles of this mesh  <a href="#NL3D_1_1CLodCharacterShapea9"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapea10">getNumVertices</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the number of vertices of this mesh  <a href="#NL3D_1_1CLodCharacterShapea10"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a04558.html#a11">uint32</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapea11">getTriangleArray</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get a ptr to the triangles indices  <a href="#NL3D_1_1CLodCharacterShapea11"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a03640.html">CUV</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapea12">getUVs</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get a ptr on the UVs.  <a href="#NL3D_1_1CLodCharacterShapea12"></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="a02801.html#NL3D_1_1CLodCharacterShapea13">serial</a> (<a class="el" href="a02270.html">NLMISC::IStream</a> &amp;f)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">serial this shape  <a href="#NL3D_1_1CLodCharacterShapea13"></a><br><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">Vertex per Bone AlphaTesting</div></td></tr>
<tr><td colspan="2"><div class="groupText">This system is used for example to remove weapon of a Lod, using AlphaTesting (ie the polygons of the weapons are still drawn, but with alpha==0 =&gt; invisible) <br><br></div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapez354_0">addBoneAlpha</a> (<a class="el" href="a04558.html#a15">uint</a> boneId, std::vector&lt; <a class="el" href="a04558.html#a7">uint8</a> &gt; &amp;tmpAlphas) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Add a bone alpha influence to tmpAlpha.  <a href="#NL3D_1_1CLodCharacterShapez354_0"></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="a02801.html#NL3D_1_1CLodCharacterShapez354_1">startBoneAlpha</a> (std::vector&lt; <a class="el" href="a04558.html#a7">uint8</a> &gt; &amp;tmpAlphas) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">init the process by resize-ing a tmp uint8 vector of <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapea10">getNumVertices()</a> size, and reset to 0  <a href="#NL3D_1_1CLodCharacterShapez354_1"></a><br><br></td></tr>
<tr><td colspan=2><br><h2>Private Types</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>typedef TStrIdMap::const_iterator&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapey0">CstItStrIdMap</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>typedef TStrIdMap::iterator&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapey1">ItStrIdMap</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>typedef std::map&lt; std::string,<br>
 <a class="el" href="a04558.html#a11">uint32</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapey2">TStrIdMap</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Map name To Id.  <a href="#NL3D_1_1CLodCharacterShapey2"></a><br><br></td></tr>
<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapey2">TStrIdMap</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper0">_AnimMap</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a02802.html">CAnim</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper1">_Anims</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">List of animation.  <a href="#NL3D_1_1CLodCharacterShaper1"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapey2">TStrIdMap</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper2">_BoneMap</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a02804.html">CBoneInfluence</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper3">_Bones</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">List of bones and vertices they influence.  <a href="#NL3D_1_1CLodCharacterShaper3"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::string&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper4">_Name</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a03128.html">CVector</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper5">_Normals</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper6">_NumTriangles</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper7">_NumVertices</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a04558.html#a11">uint32</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper8">_TriangleIndices</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">numTriangles * 3.  <a href="#NL3D_1_1CLodCharacterShaper8"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a03640.html">CUV</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper9">_UVs</a></td></tr>

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<hr><h2>Member Typedef Documentation</h2>
<a class="anchor" name="NL3D_1_1CLodCharacterShapey0" doxytag="NL3D::CLodCharacterShape::CstItStrIdMap" ></a><p>
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          <td class="md" nowrap valign="top"> typedef TStrIdMap::const_iterator <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapey0">NL3D::CLodCharacterShape::CstItStrIdMap</a><code> [private]</code>
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<p>
Definition at line <a class="el" href="a05938.html#l00278">278</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.    </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShapey1" doxytag="NL3D::CLodCharacterShape::ItStrIdMap" ></a><p>
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          <td class="md" nowrap valign="top"> typedef TStrIdMap::iterator <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapey1">NL3D::CLodCharacterShape::ItStrIdMap</a><code> [private]</code>
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<p>

<p>
Definition at line <a class="el" href="a05938.html#l00277">277</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.    </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShapey2" doxytag="NL3D::CLodCharacterShape::TStrIdMap" ></a><p>
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          <td class="md" nowrap valign="top"> typedef std::map&lt;std::string, <a class="el" href="a04558.html#a11">uint32</a>&gt; <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapey2">NL3D::CLodCharacterShape::TStrIdMap</a><code> [private]</code>
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<p>
Map name To Id. 
<p>

<p>
Definition at line <a class="el" href="a05938.html#l00276">276</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.    </td>
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<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="NL3D_1_1CLodCharacterShapea2" doxytag="NL3D::CLodCharacterShape::CLodCharacterShape" ></a><p>
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          <td class="md" nowrap valign="top"> NL3D::CLodCharacterShape::CLodCharacterShape </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
Constructor. 
<p>

<p>
Definition at line <a class="el" href="a05937.html#l00330">330</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
References <a class="el" href="a05938.html#l00283">_NumTriangles</a>, and <a class="el" href="a05938.html#l00282">_NumVertices</a>.
<p>
<div class="fragment"><pre>00331 {
00332         <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper7">_NumVertices</a>= 0;
00333         <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper6">_NumTriangles</a>= 0;
00334 }
</pre></div>    </td>
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<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CLodCharacterShapea0" doxytag="NL3D::CLodCharacterShape::addAnim" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CLodCharacterShape::addAnim </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a02803.html">CAnimBuild</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>animBuild</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
Add an animation. many nlAssert to verify array size etc... return false, if same AnimName exist. NB: the entire animation is compressed to <a class="el" href="a02805.html">CVector3s</a> internally.
<p>
Definition at line <a class="el" href="a05937.html#l00411">411</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
References <a class="el" href="a05938.html#l00300">_AnimMap</a>, <a class="el" href="a05938.html#l00297">_Anims</a>, <a class="el" href="a05938.html#l00282">_NumVertices</a>, <a class="el" href="a05938.html#l00142">NL3D::CLodCharacterShape::CAnimBuild::AnimLength</a>, <a class="el" href="a05938.html#l00238">NL3D::CLodCharacterShape::CAnim::AnimLength</a>, <a class="el" href="a05587.html#l00115">NLMISC::clamp()</a>, <a class="el" href="a05937.html#l00541">getAnimIdByName()</a>, <a class="el" href="a05938.html#l00244">NL3D::CLodCharacterShape::CAnim::Keys</a>, <a class="el" href="a05938.html#l00145">NL3D::CLodCharacterShape::CAnimBuild::Keys</a>, <a class="el" href="a06682.html#l00192">NLMISC::CVector::maxof()</a>, <a class="el" href="a05938.html#l00234">NL3D::CLodCharacterShape::CAnim::Name</a>, <a class="el" href="a05938.html#l00138">NL3D::CLodCharacterShape::CAnimBuild::Name</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05938.html#l00140">NL3D::CLodCharacterShape::CAnimBuild::NumKeys</a>, <a class="el" href="a05938.html#l00236">NL3D::CLodCharacterShape::CAnim::NumKeys</a>, <a class="el" href="a05938.html#l00239">NL3D::CLodCharacterShape::CAnim::OOAnimLength</a>, <a class="el" href="a05981.html#l00097">sint16</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05938.html#l00241">NL3D::CLodCharacterShape::CAnim::UnPackScaleFactor</a>, <a class="el" href="a05646.html#l00237">v</a>, <a class="el" href="a05938.html#l00151">NL3D::CLodCharacterShape::CVector3s::x</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, <a class="el" href="a06684.html#l00047">NLMISC::CVectorD::x</a>, <a class="el" href="a05938.html#l00151">NL3D::CLodCharacterShape::CVector3s::y</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::y</a>, <a class="el" href="a06684.html#l00047">NLMISC::CVectorD::y</a>, <a class="el" href="a05938.html#l00151">NL3D::CLodCharacterShape::CVector3s::z</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::z</a>, and <a class="el" href="a06684.html#l00047">NLMISC::CVectorD::z</a>.
<p>
Referenced by <a class="el" href="a05931.html#l00111">NL3D::CLodCharacterBuilder::addAnim()</a>.
<p>
<div class="fragment"><pre>00412 {
00413         <span class="comment">// first, verify don't exist.</span>
00414         <span class="keywordflow">if</span>(<a class="code" href="a02801.html#NL3D_1_1CLodCharacterShapea3">getAnimIdByName</a>(animBuild.Name)!=-1)
00415                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
00416 
00417         <span class="comment">// build basics of the animation</span>
00418         CAnim   dstAnim;
00419         dstAnim.Name= animBuild.Name;
00420         dstAnim.AnimLength= animBuild.AnimLength;
00421         <span class="comment">// Possible to have an Anim with just one key. setup an epsilon for animLength if 0.</span>
00422         <span class="keywordflow">if</span>(dstAnim.AnimLength&lt;=0)
00423                 dstAnim.AnimLength= 0.001f;
00424         dstAnim.OOAnimLength= 1.0f / animBuild.AnimLength;
00425         dstAnim.NumKeys= animBuild.NumKeys;
00426         <span class="comment">// verify size of the array</span>
00427         <a class="code" href="a04199.html#a6">nlassert</a>(dstAnim.NumKeys&gt;0);
00428         <a class="code" href="a04199.html#a6">nlassert</a>(dstAnim.NumKeys * _NumVertices == animBuild.Keys.size());
00429         <span class="comment">// resize dest array</span>
00430         dstAnim.Keys.resize(animBuild.Keys.size());
00431 
00432 
00433         <span class="comment">// Pack animation. 1st pass: compute max size over the animation vertices</span>
00434         <a class="code" href="a04558.html#a15">uint</a>    i;
00435         <span class="comment">// minimum shape size is , say, 1 cm :)</span>
00436         CVector         maxSize(0.01f, 0.01f, 0.01f);
00437         <span class="keywordflow">for</span>(i=0;i&lt;animBuild.Keys.size();i++)
00438         {
00439                 <span class="comment">// take the maxSize of the abs values</span>
00440                 maxSize.maxof(maxSize, -animBuild.Keys[i]);
00441                 maxSize.maxof(maxSize, animBuild.Keys[i]);
00442         }
00443 
00444         <span class="comment">// compute the UnPackScaleFactor ie maxSize, to be multiplied by max Abs value of a sint16</span>
00445         dstAnim.UnPackScaleFactor= maxSize * (1.0f/32767);
00446 
00447         <span class="comment">// Pack animation. 2st pass: pack.</span>
00448         <a class="code" href="a03664.html">CVectorD</a>                packScaleFactor;
00449         packScaleFactor.<a class="code" href="a03664.html#NLMISC_1_1CVectorDo0">x</a>= 1.0 / dstAnim.UnPackScaleFactor.x;
00450         packScaleFactor.<a class="code" href="a03664.html#NLMISC_1_1CVectorDo1">y</a>= 1.0 / dstAnim.UnPackScaleFactor.y;
00451         packScaleFactor.<a class="code" href="a03664.html#NLMISC_1_1CVectorDo2">z</a>= 1.0 / dstAnim.UnPackScaleFactor.z;
00452         <span class="comment">// For all key vertices</span>
00453         <span class="keywordflow">for</span>(i=0;i&lt;animBuild.Keys.size();i++)
00454         {
00455                 CVector         <a class="code" href="a04223.html#a576">v</a>= animBuild.Keys[i];
00456                 CVector3s       &amp;dstV= dstAnim.Keys[i];
00457 
00458                 <span class="comment">// compress</span>
00459                 <a class="code" href="a04223.html#a576">v</a>.x= float(<a class="code" href="a04223.html#a576">v</a>.x*packScaleFactor.<a class="code" href="a03664.html#NLMISC_1_1CVectorDo0">x</a>);
00460                 <a class="code" href="a04223.html#a576">v</a>.y= float(<a class="code" href="a04223.html#a576">v</a>.y*packScaleFactor.<a class="code" href="a03664.html#NLMISC_1_1CVectorDo1">y</a>);
00461                 <a class="code" href="a04223.html#a576">v</a>.z= float(<a class="code" href="a04223.html#a576">v</a>.z*packScaleFactor.<a class="code" href="a03664.html#NLMISC_1_1CVectorDo2">z</a>);
00462                 <span class="comment">// clamp to sint16 limits (for float precision problems).</span>
00463                 <a class="code" href="a05378.html#a374">clamp</a>(<a class="code" href="a04223.html#a576">v</a>.x, -32767, 32767);
00464                 <a class="code" href="a05378.html#a374">clamp</a>(<a class="code" href="a04223.html#a576">v</a>.y, -32767, 32767);
00465                 <a class="code" href="a05378.html#a374">clamp</a>(<a class="code" href="a04223.html#a576">v</a>.z, -32767, 32767);
00466                 <span class="comment">// get into the vector3s</span>
00467                 dstV.x= (<a class="code" href="a04558.html#a8">sint16</a>)floor(<a class="code" href="a04223.html#a576">v</a>.x);
00468                 dstV.y= (<a class="code" href="a04558.html#a8">sint16</a>)floor(<a class="code" href="a04223.html#a576">v</a>.y);
00469                 dstV.z= (<a class="code" href="a04558.html#a8">sint16</a>)floor(<a class="code" href="a04223.html#a576">v</a>.z);
00470         }
00471 
00472 
00473         <span class="comment">// Add the anim to the array, and add an entry to the map</span>
00474         <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper1">_Anims</a>.push_back(dstAnim);
00475         <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper0">_AnimMap</a>.insert(make_pair(dstAnim.Name, <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper1">_Anims</a>.size()-1));
00476 
00477         <span class="keywordflow">return</span> <span class="keyword">true</span>;
00478 }
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<a class="anchor" name="NL3D_1_1CLodCharacterShapez354_0" doxytag="NL3D::CLodCharacterShape::addBoneAlpha" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CLodCharacterShape::addBoneAlpha </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>boneId</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>std::vector&lt; <a class="el" href="a04558.html#a7">uint8</a> &gt; &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>tmpAlphas</em></td>
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<p>
Add a bone alpha influence to tmpAlpha. 
<p>

<p>
Definition at line <a class="el" href="a05937.html#l00641">641</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
References <a class="el" href="a05938.html#l00288">_Bones</a>, <a class="el" href="a05938.html#l00270">NL3D::CLodCharacterShape::CBoneInfluence::InfVertices</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a05938.html#l00252">NL3D::CLodCharacterShape::CVertexInf::VertexId</a>.
<p>
Referenced by <a class="el" href="a06393.html#l01043">NL3D::CSkeletonModel::computeCLodVertexAlpha()</a>.
<p>
<div class="fragment"><pre>00642 {
00643         <span class="comment">// Yoyo: This is an error to not have the same skeleton that the one stored in the lod shape. But must not crash</span>
00644         <span class="keywordflow">if</span>(boneId&gt;=<a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper3">_Bones</a>.size())
00645                 <span class="keywordflow">return</span>;
00646         <span class="keyword">const</span> CBoneInfluence    &amp;bone= <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper3">_Bones</a>[boneId];
00647 
00648         <span class="comment">// for all vertices influenced by this bone, must set the alpha to full</span>
00649         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0; i&lt;bone.InfVertices.size(); i++)
00650         {
00651                 <span class="keyword">const</span> CVertexInf        &amp;vInf= bone.InfVertices[i];
00652                 tmpAlphas[vInf.VertexId]= 255;
00653         }
00654 }
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<a class="anchor" name="NL3D_1_1CLodCharacterShapea1" doxytag="NL3D::CLodCharacterShape::buildMesh" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CLodCharacterShape::buildMesh </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>name</em>, </td>
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          <td class="md" nowrap>const <a class="el" href="a02808.html">CLodCharacterShapeBuild</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>lodBuild</em></td>
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build the Mesh base information NB: SkinWeights array tells for each vertex what bone to use (for alpha test removing)
<p>
Definition at line <a class="el" href="a05937.html#l00337">337</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
References <a class="el" href="a05938.html#l00300">_AnimMap</a>, <a class="el" href="a05938.html#l00297">_Anims</a>, <a class="el" href="a05938.html#l00291">_BoneMap</a>, <a class="el" href="a05938.html#l00288">_Bones</a>, <a class="el" href="a05938.html#l00286">_Normals</a>, <a class="el" href="a05938.html#l00283">_NumTriangles</a>, <a class="el" href="a05938.html#l00282">_NumVertices</a>, <a class="el" href="a05938.html#l00294">_TriangleIndices</a>, <a class="el" href="a05938.html#l00089">NL3D::CLodCharacterShapeBuild::BonesNames</a>, <a class="el" href="a05938.html#l00254">NL3D::CLodCharacterShape::CVertexInf::Influence</a>, <a class="el" href="a05990.html#l00063">NL3D_MESH_SKINNING_MAX_MATRIX</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05938.html#l00086">NL3D::CLodCharacterShapeBuild::Normals</a>, <a class="el" href="a05938.html#l00080">NL3D::CLodCharacterShapeBuild::SkinWeights</a>, <a class="el" href="a05938.html#l00092">NL3D::CLodCharacterShapeBuild::TriangleIndices</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05938.html#l00083">NL3D::CLodCharacterShapeBuild::UVs</a>, <a class="el" href="a05938.html#l00252">NL3D::CLodCharacterShape::CVertexInf::VertexId</a>, and <a class="el" href="a05938.html#l00077">NL3D::CLodCharacterShapeBuild::Vertices</a>.
<p>
Referenced by <a class="el" href="a05931.html#l00064">NL3D::CLodCharacterBuilder::setShape()</a>.
<p>
<div class="fragment"><pre>00338 {
00339         <a class="code" href="a04558.html#a15">uint</a>    numVertices= lodBuild.Vertices.size();
00340         <span class="keyword">const</span> vector&lt;uint32&gt;                            &amp;triangleIndices= lodBuild.TriangleIndices;
00341         <span class="keyword">const</span> vector&lt;CMesh::CSkinWeight&gt;        &amp;skinWeights= lodBuild.SkinWeights;
00342         <span class="keyword">const</span> vector&lt;CUV&gt;                                       &amp;uvs= lodBuild.UVs;
00343         <span class="keyword">const</span> vector&lt;CVector&gt;                           &amp;normals= lodBuild.Normals;
00344 
00345         <a class="code" href="a04199.html#a6">nlassert</a>(numVertices&gt;0);
00346         <a class="code" href="a04199.html#a6">nlassert</a>(triangleIndices.size()&gt;0);
00347         <a class="code" href="a04199.html#a6">nlassert</a>((triangleIndices.size()%3)==0);
00348         <a class="code" href="a04199.html#a6">nlassert</a>(skinWeights.size() == numVertices);
00349         <a class="code" href="a04199.html#a6">nlassert</a>(uvs.size() == numVertices);
00350         <a class="code" href="a04199.html#a6">nlassert</a>(normals.size() == numVertices);
00351 
00352         <span class="comment">// reset data</span>
00353         <a class="code" href="a05378.html#a381">contReset</a>(_Anims);
00354         <a class="code" href="a05378.html#a381">contReset</a>(_AnimMap);
00355         <a class="code" href="a05378.html#a381">contReset</a>(_Bones);
00356         <a class="code" href="a05378.html#a381">contReset</a>(_BoneMap);
00357         <a class="code" href="a05378.html#a381">contReset</a>(_TriangleIndices);
00358         <a class="code" href="a05378.html#a381">contReset</a>(_UVs);
00359         <a class="code" href="a05378.html#a381">contReset</a>(_Normals);
00360 
00361         <span class="comment">// Copy data.</span>
00362         <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper4">_Name</a>= name;
00363         <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper7">_NumVertices</a>= numVertices;
00364         <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper6">_NumTriangles</a>= triangleIndices.size()/3;
00365         <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper8">_TriangleIndices</a>= triangleIndices;
00366         <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper9">_UVs</a>= uvs;
00367         <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper5">_Normals</a>= normals;
00368 
00369         <span class="comment">// check indices.</span>
00370         <a class="code" href="a04558.html#a15">uint</a>    i;
00371         <span class="keywordflow">for</span>(i=0;i&lt;triangleIndices.size();i++)
00372         {
00373                 <a class="code" href="a04199.html#a6">nlassert</a>(triangleIndices[i]&lt;_NumVertices);
00374         }
00375 
00376         <span class="comment">// Copy bone names, and compute bone Map</span>
00377         <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper3">_Bones</a>.resize(lodBuild.BonesNames.size());
00378         <span class="keywordflow">for</span>(i=0; i&lt;<a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper3">_Bones</a>.size(); i++)
00379         {
00380                 <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper3">_Bones</a>[i].Name= lodBuild.BonesNames[i];
00381                 <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper2">_BoneMap</a>.insert( make_pair(_Bones[i].Name, i) );
00382         }
00383 
00384         <span class="comment">// "Normalize" SkinWeights for CLodCharacterShape</span>
00385         <span class="keywordflow">for</span>(i=0;i&lt;skinWeights.size();i++)
00386         {
00387                 <a class="code" href="a04199.html#a6">nlassert</a>(skinWeights[i].Weights[0]&gt;0);
00388                 <span class="comment">// for all slots not 0</span>
00389                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> j=0;j&lt;<a class="code" href="a04567.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;j++)
00390                 {
00391                         <span class="comment">// if this this slot is used.</span>
00392                         <span class="keywordflow">if</span>(skinWeights[i].Weights[j]&gt;0)
00393                         {
00394                                 <a class="code" href="a04558.html#a15">uint</a> boneId= skinWeights[i].MatrixId[j];
00395                                 <a class="code" href="a04199.html#a6">nlassert</a>(boneId &lt; <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper3">_Bones</a>.size());
00396                                 <span class="comment">// init the vInf data</span>
00397                                 CVertexInf      vInf;
00398                                 vInf.VertexId= i;
00399                                 vInf.Influence= skinWeights[i].Weights[j];
00400                                 <span class="comment">// Insert this vertex influence in the bone.</span>
00401                                 <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper3">_Bones</a>[boneId].InfVertices.push_back(vInf);
00402                         }
00403                         <span class="keywordflow">else</span>
00404                                 <span class="comment">// stop for this vertex.</span>
00405                                 <span class="keywordflow">break</span>;
00406                 }
00407         }
00408 }
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<a class="anchor" name="NL3D_1_1CLodCharacterShapea3" doxytag="NL3D::CLodCharacterShape::getAnimIdByName" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a14">sint</a> NL3D::CLodCharacterShape::getAnimIdByName </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>name</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
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<p>
get the animId from a name. -1 if not found 
<p>

<p>
Definition at line <a class="el" href="a05937.html#l00541">541</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
References <a class="el" href="a05938.html#l00300">_AnimMap</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
<p>
Referenced by <a class="el" href="a05937.html#l00411">addAnim()</a>, and <a class="el" href="a06352.html#l00531">NL3D::CSceneUser::getCLodAnimIdByName()</a>.
<p>
<div class="fragment"><pre>00542 {
00543         <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShapey0">CstItStrIdMap</a>   it= <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper0">_AnimMap</a>.find(name);
00544         <span class="keywordflow">if</span>(it == <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper0">_AnimMap</a>.end())
00545                 <span class="keywordflow">return</span> -1;
00546         <span class="keywordflow">else</span>
00547                 <span class="keywordflow">return</span> it-&gt;second;
00548 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShapea4" doxytag="NL3D::CLodCharacterShape::getAnimKey" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="a02805.html">CLodCharacterShape::CVector3s</a> * NL3D::CLodCharacterShape::getAnimKey </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>animId</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a05363.html#a367">TGlobalAnimationTime</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>time</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>wrapMode</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03128.html">CVector</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>unPackScaleFactor</em></td>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"> const</td>
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<p>
get a ptr to the vertices of the key according to animId and time. NB: the anim Loop if wrapMode is true <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
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</dl>
<dl compact><dt><b>Returns:</b></dt><dd>NULL if animId is not valid</dd></dl>

<p>
Definition at line <a class="el" href="a05937.html#l00572">572</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
References <a class="el" href="a05938.html#l00297">_Anims</a>, <a class="el" href="a05938.html#l00282">_NumVertices</a>, <a class="el" href="a05938.html#l00238">NL3D::CLodCharacterShape::CAnim::AnimLength</a>, <a class="el" href="a05587.html#l00115">NLMISC::clamp()</a>, <a class="el" href="a05788.html#l00056">H_AUTO</a>, <a class="el" href="a05938.html#l00244">NL3D::CLodCharacterShape::CAnim::Keys</a>, <a class="el" href="a05938.html#l00236">NL3D::CLodCharacterShape::CAnim::NumKeys</a>, <a class="el" href="a05938.html#l00239">NL3D::CLodCharacterShape::CAnim::OOAnimLength</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05454.html#l00045">NL3D::TGlobalAnimationTime</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a05938.html#l00241">NL3D::CLodCharacterShape::CAnim::UnPackScaleFactor</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00359">NL3D::CLodCharacterManager::addRenderCharacterKey()</a>.
<p>
<div class="fragment"><pre>00573 {
00574         <a class="code" href="a04365.html#a4">H_AUTO</a>( NL3D_LodCharacterShape_getAnimKey )
00575 
00576         <span class="keywordtype">float</span>   localTime;
00577 
00578         <span class="keywordflow">if</span>(animId&gt;=<a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper1">_Anims</a>.size())
00579                 <span class="keywordflow">return</span> NULL;
00580 
00581         <span class="comment">// get the anim.</span>
00582         <span class="keyword">const</span> CAnim &amp;anim= <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper1">_Anims</a>[animId];
00583 
00584         <span class="comment">// scale info</span>
00585         unPackScaleFactor= anim.UnPackScaleFactor;
00586 
00587         <span class="comment">// Loop mgt.</span>
00588         <span class="keywordflow">if</span>(wrapMode)
00589                 localTime= (<span class="keywordtype">float</span>)fmod(time, anim.AnimLength);
00590         <span class="keywordflow">else</span>
00591                 localTime= (<span class="keywordtype">float</span>)time;
00592 
00593         <span class="comment">// Clamp to the range.</span>
00594         <a class="code" href="a05378.html#a374">clamp</a>(localTime, 0, anim.AnimLength);
00595 
00596         <span class="comment">// get the key.</span>
00597         <a class="code" href="a04558.html#a14">sint</a>    keyId= (<a class="code" href="a04558.html#a14">sint</a>)floor( (localTime*anim.OOAnimLength) * anim.NumKeys );
00598         <a class="code" href="a05378.html#a374">clamp</a>(keyId, 0, <a class="code" href="a05167.html#a16">sint</a>(anim.NumKeys-1));
00599 
00600         <span class="comment">// return the key.</span>
00601         <span class="keywordflow">return</span> &amp;anim.Keys[keyId * <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper7">_NumVertices</a>];
00602 }
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<a class="anchor" name="NL3D_1_1CLodCharacterShapea5" doxytag="NL3D::CLodCharacterShape::getBoneIdByName" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a14">sint</a> NL3D::CLodCharacterShape::getBoneIdByName </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>name</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
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<p>
get a bone id, according to its name. -1 if not found 
<p>

<p>
Definition at line <a class="el" href="a05937.html#l00552">552</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
References <a class="el" href="a05938.html#l00291">_BoneMap</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
<p>
Referenced by <a class="el" href="a06393.html#l01043">NL3D::CSkeletonModel::computeCLodVertexAlpha()</a>.
<p>
<div class="fragment"><pre>00553 {
00554         <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShapey0">CstItStrIdMap</a>   it= <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper2">_BoneMap</a>.find(name);
00555         <span class="keywordflow">if</span>(it == <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper2">_BoneMap</a>.end())
00556                 <span class="keywordflow">return</span> -1;
00557         <span class="keywordflow">else</span>
00558                 <span class="keywordflow">return</span> it-&gt;second;
00559 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShapea6" doxytag="NL3D::CLodCharacterShape::getName" ></a><p>
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          <td class="md" nowrap valign="top"> const std::string&amp; NL3D::CLodCharacterShape::getName </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]</code></td>
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<p>
Get name of this lod. 
<p>

<p>
Definition at line <a class="el" href="a05938.html#l00178">178</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00212">NL3D::CLodCharacterManager::compile()</a>.
<p>
<div class="fragment"><pre>00178 {<span class="keywordflow">return</span> <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper4">_Name</a>;}
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<a class="anchor" name="NL3D_1_1CLodCharacterShapea7" doxytag="NL3D::CLodCharacterShape::getNormals" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="a03128.html">CVector</a> * NL3D::CLodCharacterShape::getNormals </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>
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<p>
get a ptr to the triangles indices 
<p>

<p>
Definition at line <a class="el" href="a05937.html#l00614">614</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
References <a class="el" href="a05938.html#l00286">_Normals</a>, and <a class="el" href="a05938.html#l00282">_NumVertices</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00359">NL3D::CLodCharacterManager::addRenderCharacterKey()</a>.
<p>
<div class="fragment"><pre>00615 {
00616         <span class="keywordflow">if</span>(<a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper7">_NumVertices</a>==0)
00617                 <span class="keywordflow">return</span> NULL;
00618 
00619         <span class="keywordflow">return</span> &amp;<a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper5">_Normals</a>[0];
00620 }
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<a class="anchor" name="NL3D_1_1CLodCharacterShapea8" doxytag="NL3D::CLodCharacterShape::getNumBones" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CLodCharacterShape::getNumBones </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]</code></td>
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<p>
get the number of bones 
<p>

<p>
Definition at line <a class="el" href="a05938.html#l00190">190</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
References <a class="el" href="a05938.html#l00288">_Bones</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
<div class="fragment"><pre>00190 {<span class="keywordflow">return</span> <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper3">_Bones</a>.size();}
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<a class="anchor" name="NL3D_1_1CLodCharacterShapea9" doxytag="NL3D::CLodCharacterShape::getNumTriangles" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CLodCharacterShape::getNumTriangles </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]</code></td>
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<p>
get the number of triangles of this mesh 
<p>

<p>
Definition at line <a class="el" href="a05938.html#l00187">187</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
References <a class="el" href="a05938.html#l00283">_NumTriangles</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00359">NL3D::CLodCharacterManager::addRenderCharacterKey()</a>.
<p>
<div class="fragment"><pre>00187 {<span class="keywordflow">return</span> <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper6">_NumTriangles</a>;}
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<a class="anchor" name="NL3D_1_1CLodCharacterShapea10" doxytag="NL3D::CLodCharacterShape::getNumVertices" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CLodCharacterShape::getNumVertices </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]</code></td>
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<p>
get the number of vertices of this mesh 
<p>

<p>
Definition at line <a class="el" href="a05938.html#l00184">184</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
References <a class="el" href="a05938.html#l00282">_NumVertices</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="a05935.html#l00359">NL3D::CLodCharacterManager::addRenderCharacterKey()</a>, <a class="el" href="a05935.html#l00844">NL3D::CLodCharacterManager::initInstance()</a>, and <a class="el" href="a05937.html#l00632">startBoneAlpha()</a>.
<p>
<div class="fragment"><pre>00184 {<span class="keywordflow">return</span> <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper7">_NumVertices</a>;}
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<a class="anchor" name="NL3D_1_1CLodCharacterShapea11" doxytag="NL3D::CLodCharacterShape::getTriangleArray" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="a04558.html#a11">uint32</a> * NL3D::CLodCharacterShape::getTriangleArray </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>
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<p>
get a ptr to the triangles indices 
<p>

<p>
Definition at line <a class="el" href="a05937.html#l00563">563</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
References <a class="el" href="a05938.html#l00283">_NumTriangles</a>, <a class="el" href="a05938.html#l00294">_TriangleIndices</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00359">NL3D::CLodCharacterManager::addRenderCharacterKey()</a>.
<p>
<div class="fragment"><pre>00564 {
00565         <span class="keywordflow">if</span>(<a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper6">_NumTriangles</a>)
00566                 <span class="keywordflow">return</span> &amp;<a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper8">_TriangleIndices</a>[0];
00567         <span class="keywordflow">else</span>
00568                 <span class="keywordflow">return</span> NULL;
00569 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShapea12" doxytag="NL3D::CLodCharacterShape::getUVs" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="a03640.html">CUV</a> * NL3D::CLodCharacterShape::getUVs </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>
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<p>
get a ptr on the UVs. 
<p>

<p>
Definition at line <a class="el" href="a05937.html#l00605">605</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
References <a class="el" href="a05938.html#l00282">_NumVertices</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00844">NL3D::CLodCharacterManager::initInstance()</a>.
<p>
<div class="fragment"><pre>00606 {
00607         <span class="keywordflow">if</span>(<a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper7">_NumVertices</a>==0)
00608                 <span class="keywordflow">return</span> NULL;
00609 
00610         <span class="keywordflow">return</span> &amp;<a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper9">_UVs</a>[0];
00611 }
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<a class="anchor" name="NL3D_1_1CLodCharacterShapea13" doxytag="NL3D::CLodCharacterShape::serial" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CLodCharacterShape::serial </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a02270.html">NLMISC::IStream</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>f</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
serial this shape 
<p>

<p>
Definition at line <a class="el" href="a05937.html#l00505">505</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
References <a class="el" href="a05938.html#l00300">_AnimMap</a>, <a class="el" href="a05938.html#l00297">_Anims</a>, <a class="el" href="a05938.html#l00291">_BoneMap</a>, <a class="el" href="a05938.html#l00288">_Bones</a>, <a class="el" href="a05938.html#l00286">_Normals</a>, <a class="el" href="a05938.html#l00283">_NumTriangles</a>, <a class="el" href="a05938.html#l00282">_NumVertices</a>, <a class="el" href="a05938.html#l00294">_TriangleIndices</a>, <a class="el" href="a06462.html#l00232">NLMISC::IStream::serial()</a>, <a class="el" href="a06462.html#l00520">NLMISC::IStream::serialCheck()</a>, <a class="el" href="a06462.html#l00324">NLMISC::IStream::serialCont()</a>, <a class="el" href="a06461.html#l00266">NLMISC::IStream::serialVersion()</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
<p>
<div class="fragment"><pre>00506 {
00507         <span class="comment">// NEL_CLODSHAP</span>
00508         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_0">serialCheck</a>((<a class="code" href="a04558.html#a11">uint32</a>)'_LEN');
00509         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_0">serialCheck</a>((<a class="code" href="a04558.html#a11">uint32</a>)'DOLC');
00510         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_0">serialCheck</a>((<a class="code" href="a04558.html#a11">uint32</a>)'PAHS');
00511 
00512         <span class="comment">/*</span>
00513 <span class="comment">        Version 1:</span>
00514 <span class="comment">                - UVs and Normals.</span>
00515 <span class="comment">        */</span>
00516         <a class="code" href="a04558.html#a14">sint</a> ver= f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_8">serialVersion</a>(1);
00517 
00518         f.<a class="code" href="a02270.html#NLMISC_1_1IStreama5">serial</a>(_Name);
00519         f.<a class="code" href="a02270.html#NLMISC_1_1IStreama5">serial</a>(_NumVertices);
00520         f.<a class="code" href="a02270.html#NLMISC_1_1IStreama5">serial</a>(_NumTriangles);
00521         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(_Bones);
00522         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(_BoneMap);
00523         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(_TriangleIndices);
00524         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(_Anims);
00525         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(_AnimMap);
00526 
00527         <span class="keywordflow">if</span>(ver&gt;=1)
00528         {
00529                 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(_UVs);
00530                 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(_Normals);
00531         }
00532         <span class="keywordflow">else</span>
00533         {
00534                 <span class="comment">// Must init dummy UVs/normals</span>
00535                 <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper9">_UVs</a>.resize(_NumVertices, CUV(0,0));
00536                 <a class="code" href="a02801.html#NL3D_1_1CLodCharacterShaper5">_Normals</a>.resize(_NumVertices, CVector::K);
00537         }
00538 }
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<a class="anchor" name="NL3D_1_1CLodCharacterShapez354_1" doxytag="NL3D::CLodCharacterShape::startBoneAlpha" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CLodCharacterShape::startBoneAlpha </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">std::vector&lt; <a class="el" href="a04558.html#a7">uint8</a> &gt; &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>tmpAlphas</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
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<p>
init the process by resize-ing a tmp uint8 vector of <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapea10">getNumVertices()</a> size, and reset to 0 
<p>

<p>
Definition at line <a class="el" href="a05937.html#l00632">632</a> of file <a class="el" href="a05937.html">lod_character_shape.cpp</a>.
<p>
References <a class="el" href="a05938.html#l00184">getNumVertices()</a>.
<p>
Referenced by <a class="el" href="a06393.html#l01043">NL3D::CSkeletonModel::computeCLodVertexAlpha()</a>.
<p>
<div class="fragment"><pre>00633 {
00634         <span class="comment">// clear</span>
00635         tmpAlphas.clear();
00636         <span class="comment">// alocate, and fill</span>
00637         tmpAlphas.resize(<a class="code" href="a02801.html#NL3D_1_1CLodCharacterShapea10">getNumVertices</a>(), 0);
00638 }
</pre></div>    </td>
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<hr><h2>Field Documentation</h2>
<a class="anchor" name="NL3D_1_1CLodCharacterShaper0" doxytag="NL3D::CLodCharacterShape::_AnimMap" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapey2">TStrIdMap</a> <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper0">NL3D::CLodCharacterShape::_AnimMap</a><code> [private]</code>
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<p>

<p>
Definition at line <a class="el" href="a05938.html#l00300">300</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
Referenced by <a class="el" href="a05937.html#l00411">addAnim()</a>, <a class="el" href="a05937.html#l00337">buildMesh()</a>, <a class="el" href="a05937.html#l00541">getAnimIdByName()</a>, and <a class="el" href="a05937.html#l00505">serial()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShaper1" doxytag="NL3D::CLodCharacterShape::_Anims" ></a><p>
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          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a02802.html">CAnim</a>&gt; <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper1">NL3D::CLodCharacterShape::_Anims</a><code> [private]</code>
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<p>
List of animation. 
<p>

<p>
Definition at line <a class="el" href="a05938.html#l00297">297</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
Referenced by <a class="el" href="a05937.html#l00411">addAnim()</a>, <a class="el" href="a05937.html#l00337">buildMesh()</a>, <a class="el" href="a05937.html#l00572">getAnimKey()</a>, and <a class="el" href="a05937.html#l00505">serial()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShaper2" doxytag="NL3D::CLodCharacterShape::_BoneMap" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShapey2">TStrIdMap</a> <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper2">NL3D::CLodCharacterShape::_BoneMap</a><code> [private]</code>
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<p>
Definition at line <a class="el" href="a05938.html#l00291">291</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
Referenced by <a class="el" href="a05937.html#l00337">buildMesh()</a>, <a class="el" href="a05937.html#l00552">getBoneIdByName()</a>, and <a class="el" href="a05937.html#l00505">serial()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShaper3" doxytag="NL3D::CLodCharacterShape::_Bones" ></a><p>
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          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a02804.html">CBoneInfluence</a>&gt; <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper3">NL3D::CLodCharacterShape::_Bones</a><code> [private]</code>
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<p>
List of bones and vertices they influence. 
<p>

<p>
Definition at line <a class="el" href="a05938.html#l00288">288</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
Referenced by <a class="el" href="a05937.html#l00641">addBoneAlpha()</a>, <a class="el" href="a05937.html#l00337">buildMesh()</a>, <a class="el" href="a05938.html#l00190">getNumBones()</a>, and <a class="el" href="a05937.html#l00505">serial()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShaper4" doxytag="NL3D::CLodCharacterShape::_Name" ></a><p>
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          <td class="md" nowrap valign="top"> std::string <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper4">NL3D::CLodCharacterShape::_Name</a><code> [private]</code>
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<p>
Definition at line <a class="el" href="a05938.html#l00281">281</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.    </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShaper5" doxytag="NL3D::CLodCharacterShape::_Normals" ></a><p>
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          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a03128.html">CVector</a>&gt; <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper5">NL3D::CLodCharacterShape::_Normals</a><code> [private]</code>
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<p>
Definition at line <a class="el" href="a05938.html#l00286">286</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
Referenced by <a class="el" href="a05937.html#l00337">buildMesh()</a>, <a class="el" href="a05937.html#l00614">getNormals()</a>, and <a class="el" href="a05937.html#l00505">serial()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShaper6" doxytag="NL3D::CLodCharacterShape::_NumTriangles" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a11">uint32</a> <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper6">NL3D::CLodCharacterShape::_NumTriangles</a><code> [private]</code>
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<p>
Definition at line <a class="el" href="a05938.html#l00283">283</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
<p>
Referenced by <a class="el" href="a05937.html#l00337">buildMesh()</a>, <a class="el" href="a05937.html#l00330">CLodCharacterShape()</a>, <a class="el" href="a05938.html#l00187">getNumTriangles()</a>, <a class="el" href="a05937.html#l00563">getTriangleArray()</a>, and <a class="el" href="a05937.html#l00505">serial()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShaper7" doxytag="NL3D::CLodCharacterShape::_NumVertices" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a11">uint32</a> <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper7">NL3D::CLodCharacterShape::_NumVertices</a><code> [private]</code>
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Definition at line <a class="el" href="a05938.html#l00282">282</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
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Referenced by <a class="el" href="a05937.html#l00411">addAnim()</a>, <a class="el" href="a05937.html#l00337">buildMesh()</a>, <a class="el" href="a05937.html#l00330">CLodCharacterShape()</a>, <a class="el" href="a05937.html#l00572">getAnimKey()</a>, <a class="el" href="a05937.html#l00614">getNormals()</a>, <a class="el" href="a05938.html#l00184">getNumVertices()</a>, <a class="el" href="a05937.html#l00605">getUVs()</a>, and <a class="el" href="a05937.html#l00505">serial()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShaper8" doxytag="NL3D::CLodCharacterShape::_TriangleIndices" ></a><p>
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          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a04558.html#a11">uint32</a>&gt; <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper8">NL3D::CLodCharacterShape::_TriangleIndices</a><code> [private]</code>
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numTriangles * 3. 
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Definition at line <a class="el" href="a05938.html#l00294">294</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.
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Referenced by <a class="el" href="a05937.html#l00337">buildMesh()</a>, <a class="el" href="a05937.html#l00563">getTriangleArray()</a>, and <a class="el" href="a05937.html#l00505">serial()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CLodCharacterShaper9" doxytag="NL3D::CLodCharacterShape::_UVs" ></a><p>
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          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a03640.html">CUV</a>&gt; <a class="el" href="a02801.html#NL3D_1_1CLodCharacterShaper9">NL3D::CLodCharacterShape::_UVs</a><code> [private]</code>
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Definition at line <a class="el" href="a05938.html#l00285">285</a> of file <a class="el" href="a05938.html">lod_character_shape.h</a>.    </td>
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<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="a05938.html">lod_character_shape.h</a><li><a class="el" href="a05937.html">lod_character_shape.cpp</a></ul>
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