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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<title>NeL: NL3D::CTargetAnimCtrl class Reference</title>
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<h1>NL3D::CTargetAnimCtrl Class Reference</h1><code>#include &lt;<a class="el" href="a06484.html">target_anim_ctrl.h</a>&gt;</code>
<p>
<p>Inheritance diagram for NL3D::CTargetAnimCtrl:
<p><center><img src="a03468.png" usemap="#NL3D::CTargetAnimCtrl_map" border="0" alt=""></center>
<map name="NL3D::CTargetAnimCtrl_map">
<area href="a03836.html" alt="NL3D::IAnimCtrl" shape="rect" coords="0,0,143,24">
</map>
<hr><a name="_details"></a><h2>Detailed Description</h2>
AnimCtrl used to constraint a bone to follow a target, either given by Position or Direction. Typical use for Head control Use TargetMode is better than computing Direction from Previous rendered Bone WorldMatrix (one frame late). The ctrl support AngleBlocking, and MaxBoneAngularSpeed (avoid strange head pop). The Bone must be in RotQuat mode, else the ctrl does nothing. <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
Nevrax France </dd></dl>
<dl compact><dt><b>Date:</b></dt><dd>2003 </dd></dl>

<p>

<p>
Definition at line <a class="el" href="a06484.html#l00048">48</a> of file <a class="el" href="a06484.html">target_anim_ctrl.h</a>.<table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Public Types</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>enum &nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlw3">TMode</a> { <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlw3NL3D_1_1CTargetAnimCtrlw2">TargetMode</a> = 0, 
<a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlw3NL3D_1_1CTargetAnimCtrlw0">DirectionMode</a>, 
<a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlw3NL3D_1_1CTargetAnimCtrlw1">NumMode</a>
 }</td></tr>

<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrla0">CTargetAnimCtrl</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Constructor.  <a href="#NL3D_1_1CTargetAnimCtrla0"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrla1">execute</a> (<a class="el" href="a03399.html">CSkeletonModel</a> *model, <a class="el" href="a02277.html">CBone</a> *bone)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Called at compute() time.  <a href="#NL3D_1_1CTargetAnimCtrla1"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrla2">~CTargetAnimCtrl</a> ()</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="a03468.html#NL3D_1_1CTargetAnimCtrlw3">TMode</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlo0">Mode</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Target controled or direction controled. Default to DirectionMode.  <a href="#NL3D_1_1CTargetAnimCtrlo0"></a><br><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">Target and Direction specific</div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03296.html">CQuat</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1364_0">CurrentWorldDirection</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">For DirectionMode, the WorldRotation to apply to the bone. NB: modified in <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrla1">execute()</a> if TargetMode.  <a href="#NL3D_1_1CTargetAnimCtrlz1364_0"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03128.html">CVector</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1364_1">EyePos</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">For TargetMode only, the Pos of eyes relative to the bone controlled. Default to (0,0,0).  <a href="#NL3D_1_1CTargetAnimCtrlz1364_1"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03128.html">CVector</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1364_2">WorldTarget</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">For TargetMode, the world Position of the target.  <a href="#NL3D_1_1CTargetAnimCtrlz1364_2"></a><br><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">Common</div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03296.html">CQuat</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_0">DefaultWorldDirection</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This give The World Orientation when the Mesh is in bind Pos (default to "LookBack").  <a href="#NL3D_1_1CTargetAnimCtrlz1366_0"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_1">Enabled</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_2">MaxAngle</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The Maximum angle of rotation that can be performed between the Default Direction and Current Direction. Default to Pi/3.  <a href="#NL3D_1_1CTargetAnimCtrlz1366_2"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_3">MaxAngularVelocity</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The Maximum Angular Velocity the ctrl can perform. Default to 2*Pi per second.  <a href="#NL3D_1_1CTargetAnimCtrlz1366_3"></a><br><br></td></tr>
<tr><td colspan=2><br><h2>Private Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03296.html">CQuat</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrld0">getCurrentLSRotationFromBone</a> (<a class="el" href="a03399.html">CSkeletonModel</a> *model, <a class="el" href="a02277.html">CBone</a> *bone)</td></tr>

<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlr0">_EnableToDisableTransition</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlr1">_LastEnabled</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This tells that a Enable/Disable transition is in progress.  <a href="#NL3D_1_1CTargetAnimCtrlr1"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03296.html">CQuat</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlr2">_LastLSRotation</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The last rotation computed (in LocalSkeleton Space). Used to smooth transition.  <a href="#NL3D_1_1CTargetAnimCtrlr2"></a><br><br></td></tr>
</table>
<hr><h2>Member Enumeration Documentation</h2>
<a class="anchor" name="NL3D_1_1CTargetAnimCtrlw3" doxytag="NL3D::CTargetAnimCtrl::TMode" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> enum <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlw3">NL3D::CTargetAnimCtrl::TMode</a>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<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_1CTargetAnimCtrlw3NL3D_1_1CTargetAnimCtrlw2" doxytag="TargetMode" ></a>TargetMode</em>&nbsp;</td><td>
</td></tr>
<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CTargetAnimCtrlw3NL3D_1_1CTargetAnimCtrlw0" doxytag="DirectionMode" ></a>DirectionMode</em>&nbsp;</td><td>
</td></tr>
<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CTargetAnimCtrlw3NL3D_1_1CTargetAnimCtrlw1" doxytag="NumMode" ></a>NumMode</em>&nbsp;</td><td>
</td></tr>
</table>
</dl>

<p>
Definition at line <a class="el" href="a06484.html#l00052">52</a> of file <a class="el" href="a06484.html">target_anim_ctrl.h</a>.
<p>
<div class="fragment"><pre>00052 {<a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlw3NL3D_1_1CTargetAnimCtrlw2">TargetMode</a>=0, <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlw3NL3D_1_1CTargetAnimCtrlw0">DirectionMode</a>, <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlw3NL3D_1_1CTargetAnimCtrlw1">NumMode</a>};
</pre></div>    </td>
  </tr>
</table>
<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="NL3D_1_1CTargetAnimCtrla0" doxytag="NL3D::CTargetAnimCtrl::CTargetAnimCtrl" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> NL3D::CTargetAnimCtrl::CTargetAnimCtrl </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>

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

<p>
Constructor. 
<p>

<p>
Definition at line <a class="el" href="a06483.html#l00040">40</a> of file <a class="el" href="a06483.html">target_anim_ctrl.cpp</a>.
<p>
References <a class="el" href="a06484.html#l00099">_EnableToDisableTransition</a>, <a class="el" href="a06484.html#l00098">_LastEnabled</a>, <a class="el" href="a06484.html#l00075">DefaultWorldDirection</a>, <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlw3NL3D_1_1CTargetAnimCtrlw0">DirectionMode</a>, <a class="el" href="a06484.html#l00073">Enabled</a>, <a class="el" href="a06484.html#l00063">EyePos</a>, <a class="el" href="a06484.html#l00077">MaxAngle</a>, <a class="el" href="a06484.html#l00079">MaxAngularVelocity</a>, <a class="el" href="a06484.html#l00056">Mode</a>, <a class="el" href="a05587.html#l00079">NLMISC::Pi</a>, <a class="el" href="a06308.html#l00095">NLMISC::CQuatT&lt; float &gt;::set()</a>, and <a class="el" href="a06484.html#l00061">WorldTarget</a>.
<p>
<div class="fragment"><pre>00041 {
00042         <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlo0">Mode</a>= <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlw3NL3D_1_1CTargetAnimCtrlw0">DirectionMode</a>;
00043         <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1364_2">WorldTarget</a>= CVector::Null;
00044         <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1364_1">EyePos</a>= CVector::Null;
00045         <span class="comment">// Default Direction to "LookBack".</span>
00046         <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_0">DefaultWorldDirection</a>.set(0,0,1,0);
00047         <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_2">MaxAngle</a>= (<span class="keywordtype">float</span>)<a class="code" href="a05378.html#a44">Pi</a>/3;
00048         <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_3">MaxAngularVelocity</a>= (<span class="keywordtype">float</span>)(2*<a class="code" href="a05378.html#a44">Pi</a>);
00049         <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_1">Enabled</a>= <span class="keyword">true</span>;
00050         <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlr0">_EnableToDisableTransition</a>= <span class="keyword">false</span>;
00051         <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlr1">_LastEnabled</a>= <span class="keyword">true</span>;
00052 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTargetAnimCtrla2" doxytag="NL3D::CTargetAnimCtrl::~CTargetAnimCtrl" ></a><p>
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          <td class="md" nowrap valign="top"> NL3D::CTargetAnimCtrl::~<a class="el" href="a03468.html">CTargetAnimCtrl</a> </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> [virtual]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06483.html#l00056">56</a> of file <a class="el" href="a06483.html">target_anim_ctrl.cpp</a>.
<p>
<div class="fragment"><pre>00057 {
00058 }
</pre></div>    </td>
  </tr>
</table>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CTargetAnimCtrla1" doxytag="NL3D::CTargetAnimCtrl::execute" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTargetAnimCtrl::execute </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03399.html">CSkeletonModel</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>model</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a02277.html">CBone</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>bone</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

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<p>
Called at compute() time. 
<p>

<p>
Implements <a class="el" href="a03836.html#NL3D_1_1IAnimCtrla0">NL3D::IAnimCtrl</a>.
<p>
Definition at line <a class="el" href="a06483.html#l00062">62</a> of file <a class="el" href="a06483.html">target_anim_ctrl.cpp</a>.
<p>
References <a class="el" href="a06484.html#l00099">_EnableToDisableTransition</a>, <a class="el" href="a06484.html#l00098">_LastEnabled</a>, <a class="el" href="a06484.html#l00095">_LastLSRotation</a>, <a class="el" href="a06308.html#l00053">NLMISC::CAngleAxis::Angle</a>, <a class="el" href="a06394.html#l00098">NL3D::CSkeletonModel::Bones</a>, <a class="el" href="a05587.html#l00115">NLMISC::clamp()</a>, <a class="el" href="a05491.html#l00155">NL3D::CBone::compute()</a>, <a class="el" href="a06308.html#l00139">NLMISC::CQuatT&lt; float &gt;::conjugate()</a>, <a class="el" href="a06484.html#l00065">CurrentWorldDirection</a>, <a class="el" href="a06484.html#l00075">DefaultWorldDirection</a>, <a class="el" href="a06484.html#l00073">Enabled</a>, <a class="el" href="a06484.html#l00063">EyePos</a>, <a class="el" href="a06308.html#l00148">NLMISC::CQuatT&lt; float &gt;::getAngle()</a>, <a class="el" href="a06308.html#l00150">NLMISC::CQuatT&lt; float &gt;::getAngleAxis()</a>, <a class="el" href="a05492.html#l00114">NL3D::CBone::getBoneBase()</a>, <a class="el" href="a06483.html#l00219">getCurrentLSRotationFromBone()</a>, <a class="el" href="a06349.html#l00274">NL3D::CScene::getEllapsedTime()</a>, <a class="el" href="a05492.html#l00112">NL3D::CBone::getFatherId()</a>, <a class="el" href="a05492.html#l00144">NL3D::CBone::getLocalSkeletonMatrix()</a>, <a class="el" href="a06569.html#l00105">NL3D::CTransform::getOwnerScene()</a>, <a class="el" href="a05972.html#l00353">NLMISC::CMatrix::getRot()</a>, <a class="el" href="a06575.html#l00189">NL3D::ITransformable::getTransformMode()</a>, <a class="el" href="a06569.html#l00299">NL3D::CTransform::getWorldMatrix()</a>, <a class="el" href="a05492.html#l00147">NL3D::CBone::getWorldMatrix()</a>, <a class="el" href="a05492.html#l00060">NL3D::CBoneBase::InvBindPos</a>, <a class="el" href="a03297.html#NLMISC_1_1CQuatTz2012_2">NLMISC::CQuatT&lt; float &gt;::makeClosest()</a>, <a class="el" href="a06484.html#l00077">MaxAngle</a>, <a class="el" href="a06484.html#l00079">MaxAngularVelocity</a>, <a class="el" href="a06484.html#l00056">Mode</a>, <a class="el" href="a05972.html#l01170">NLMISC::CMatrix::normalize()</a>, <a class="el" href="a06682.html#l00125">NLMISC::CVector::normed()</a>, <a class="el" href="a03297.html#NLMISC_1_1CQuatTz2010_4">NLMISC::CQuatT&lt; float &gt;::setAngleAxis()</a>, <a class="el" href="a05972.html#l00209">NLMISC::CMatrix::setRot()</a>, <a class="el" href="a06575.html#l00138">NL3D::ITransformable::setRotQuat()</a>, and <a class="el" href="a06484.html#l00061">WorldTarget</a>.
<p>
<div class="fragment"><pre>00063 {
00064         <span class="comment">// no op if req not met</span>
00065         <span class="keywordflow">if</span>(!bone || !model || bone-&gt;getTransformMode()!=ITransformable::RotQuat)
00066                 <span class="keywordflow">return</span>;
00067 
00068         <span class="comment">// If the user changed the Enabled state, must do a transition.</span>
00069         <span class="keywordflow">if</span>(<a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlr1">_LastEnabled</a>!=<a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_1">Enabled</a>)
00070         {
00071                 <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlr1">_LastEnabled</a>= <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_1">Enabled</a>;
00072                 <span class="comment">// if re-enable the control while completely disabled before</span>
00073                 <span class="keywordflow">if</span>(Enabled &amp;&amp; !<a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlr0">_EnableToDisableTransition</a>)
00074                 {
00075                         <span class="comment">// set the LastLSRotation so that it match the current anim ones.</span>
00076                         <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlr2">_LastLSRotation</a>= <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrld0">getCurrentLSRotationFromBone</a>(model, bone);
00077                 }
00078                 <span class="comment">// if disable the ctrl, then do a transition first</span>
00079                 <span class="keywordflow">if</span>(!Enabled)
00080                 {
00081                         <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlr0">_EnableToDisableTransition</a>= <span class="keyword">true</span>;
00082                 }
00083         }
00084 
00085         <span class="comment">// If not enabled, and not in transition, no op.</span>
00086         <span class="keywordflow">if</span>( !<a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_1">Enabled</a> &amp;&amp; !<a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlr0">_EnableToDisableTransition</a>)
00087                 <span class="keywordflow">return</span>;
00088 
00089         <span class="comment">// If Target mode, compute CurrentWorldDirection</span>
00090         <span class="comment">// ***********</span>
00091         <span class="comment">// NB: does need to compute direction if disabled (even if in transition)</span>
00092         <span class="keywordflow">if</span>(<a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlo0">Mode</a>==<a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlw3NL3D_1_1CTargetAnimCtrlw2">TargetMode</a> &amp;&amp; <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_1">Enabled</a>)
00093         {
00094                 <span class="comment">// get the eye pos in world.</span>
00095                 CVector worldEye= bone-&gt;getWorldMatrix()*<a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1364_1">EyePos</a>;
00096                 <span class="comment">// get the world dir</span>
00097                 CVector worldDir= (<a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1364_2">WorldTarget</a> - worldEye).normed();
00098                 <span class="comment">// get the associated quat</span>
00099                 CMatrix mat;
00100                 mat.setRot(CVector::I, worldDir, CVector::K);
00101                 mat.normalize(CMatrix::YZX);
00102                 <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1364_0">CurrentWorldDirection</a>= mat.getRot();
00103         }
00104 
00105 
00106         <span class="comment">// compute rotation to apply In LocalSkeleton Space</span>
00107         <span class="comment">// ***********</span>
00108         CQuat           currentLSRotation;
00109 
00110         <span class="comment">/* Get the Skeleton default WorldMatrix (bind pos). used later</span>
00111 <span class="comment">                TRICK: to get the default Skeleton WorldMatrix, get it from Bone[0] (ie "Bip01")</span>
00112 <span class="comment">                We cannot use the Default Pos/Rot of the skeleton model because of export bug (not exported...)</span>
00113 <span class="comment">                So, since Bip01 as no Local Rot (yes, its true, exporter report all Bip01 rots on Skeleton), </span>
00114 <span class="comment">                we are sure that Bip01 BindPos is the default Skeleton World Matrix.</span>
00115 <span class="comment">        */</span>
00116         CQuat           rootInvBP= model-&gt;Bones[0].getBoneBase().InvBindPos.getRot();
00117 
00118         <span class="comment">// If ctrl not enabled, take the LSRotation from the animation</span>
00119         <span class="keywordflow">if</span>(!<a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_1">Enabled</a>)
00120         {
00121                 currentLSRotation= <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrld0">getCurrentLSRotationFromBone</a>(model, bone);
00122         }
00123         <span class="keywordflow">else</span>
00124         {
00125                 <span class="comment">// Get the wanted direction in LocalSkeleton Space. </span>
00126                 CQuat           currentLSDirection;
00127 
00128                 <span class="comment">// Get the current wanted WorldDirection into LocalSkeleton space (hence using current skeleton WorldMatrix).</span>
00129                 CMatrix         toLSSpace= model-&gt;getWorldMatrix();
00130                 currentLSDirection= toLSSpace.getRot().conjugate() * <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1364_0">CurrentWorldDirection</a>;
00131 
00132                 <span class="comment">// Get the default WorldDirection into LocalSkeleton space (hence using default skeleton WorldMatrix).</span>
00133                 CQuat           defaultLSDirection= rootInvBP * <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_0">DefaultWorldDirection</a>;
00134 
00135                 <span class="comment">/* get the rotation to apply to the bone when it is in bind Pos. If this quat is identity, </span>
00136 <span class="comment">                        then the bone will be in default (or bind) pos.</span>
00137 <span class="comment">                        It is in essence the "rotation to apply to defaultDirection in LS space, in order to get </span>
00138 <span class="comment">                        the wanted current direction in LS space".</span>
00139 <span class="comment">                        The makeClosest() is here just to ensure that the resulting angle&lt;Pi (for clamp direction later)</span>
00140 <span class="comment">                */</span>
00141                 currentLSDirection.makeClosest(defaultLSDirection);
00142                 currentLSRotation= currentLSDirection * defaultLSDirection.conjugate();
00143         }
00144 
00145 
00146         <span class="comment">// Clamp direction, and smooth direction changes.</span>
00147         <span class="comment">// ***********</span>
00148         <span class="comment">// if not enabled, then LSRotation comes from the animation =&gt; do not clamp</span>
00149         <span class="keywordflow">if</span>(<a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_1">Enabled</a>)
00150         {
00151                 <span class="comment">// to AngleAxis.</span>
00152                 <a class="code" href="a02195.html">CAngleAxis</a>      angleAxis= currentLSRotation.getAngleAxis();
00153                 <span class="comment">// Clamp the angle</span>
00154                 <a class="code" href="a05378.html#a374">clamp</a>(angleAxis.<a class="code" href="a02195.html#NLMISC_1_1CAngleAxiso0">Angle</a>, -MaxAngle, MaxAngle);
00155                 <span class="comment">// back To Quat.</span>
00156                 currentLSRotation.setAngleAxis(angleAxis);
00157         }
00158 
00159         <span class="comment">// get the dt of the scene.</span>
00160         CScene  *scene= model-&gt;getOwnerScene();
00161         <span class="keywordtype">float</span>   sceneDt= scene-&gt;getEllapsedTime();
00162         <span class="keywordtype">float</span>   maxDeltaAngle= <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_3">MaxAngularVelocity</a>*sceneDt;
00163         <span class="comment">// get the quat that change from LastRotation to CurrentRotation</span>
00164         CQuat   rotMod= <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlr2">_LastLSRotation</a>.conjugate() * currentLSRotation;
00165         <span class="comment">// compute how many rotation we are allowed to do.</span>
00166         <span class="keywordtype">float</span>   rotModAngle= (<span class="keywordtype">float</span>)fabs(rotMod.getAngle());
00167         <span class="keywordtype">bool</span>    rotSpeedClamped= <span class="keyword">false</span>;
00168         <span class="keywordflow">if</span>(rotModAngle)
00169         {
00170                 <span class="keywordtype">float</span>   factor= (<span class="keywordtype">float</span>)fabs(maxDeltaAngle) / rotModAngle;
00171                 <span class="comment">// If cannot do all the rotation this frame</span>
00172                 <span class="keywordflow">if</span>(factor&lt;1)
00173                 {
00174                         <span class="comment">// then slerp between last and current rotation</span>
00175                         currentLSRotation.makeClosest(_LastLSRotation);
00176                         currentLSRotation= CQuat::slerp(_LastLSRotation, currentLSRotation, factor);
00177                         rotSpeedClamped= <span class="keyword">true</span>;
00178                 }
00179         }
00180 
00181         <span class="comment">// if the rotation has not been clamped for speed consideration, and if !Enabed, it's mean we have ended </span>
00182         <span class="comment">// the transition =&gt; no more compute next time</span>
00183         <span class="keywordflow">if</span>(!<a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_1">Enabled</a> &amp;&amp; !rotSpeedClamped)
00184                 <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlr0">_EnableToDisableTransition</a>= <span class="keyword">false</span>;
00185 
00186         <span class="comment">// bkup last rotation</span>
00187         <a class="code" href="a03468.html#NL3D_1_1CTargetAnimCtrlr2">_LastLSRotation</a>= currentLSRotation;
00188 
00189         <span class="comment">// Apply the weighted Rotation to the bone</span>
00190         <span class="comment">// ***********</span>
00191         <span class="comment">// Get the bone Bind Pos in LocalSkeleton space (hence using Default Skeleton WorldMatrix)</span>
00192         CQuat   boneBindPosInWorld= bone-&gt;getBoneBase().InvBindPos.getRot().conjugate();
00193         CQuat   boneBindPosInLS= rootInvBP * boneBindPosInWorld;
00194         <span class="comment">// rotate it to match our wanted direction.</span>
00195         boneBindPosInLS= currentLSRotation * boneBindPosInLS;
00196 
00197         <span class="comment">// get it in bone local space.</span>
00198         <span class="comment">// get the Bone Parent LocalSkeletonMatrix</span>
00199         CBone   *boneParent= bone-&gt;getFatherId()==-1? NULL : &amp;model-&gt;Bones[bone-&gt;getFatherId()];
00200         CQuat   currentLocalQuat;
00201         <span class="keywordflow">if</span>(!boneParent)
00202                 currentLocalQuat= boneBindPosInLS;
00203         <span class="keywordflow">else</span>
00204         {
00205                 <span class="comment">// compute the rotation to apply, in local space</span>
00206                 CQuat           qp= boneParent-&gt;getLocalSkeletonMatrix().getRot();
00207                 currentLocalQuat= qp.conjugate() * boneBindPosInLS;
00208         }
00209 
00210         <span class="comment">// set the new LocalRotQuat</span>
00211         bone-&gt;setRotQuat(currentLocalQuat);
00212         <span class="comment">// and recompute the bone (but without AnimCtrl of course :) )</span>
00213         bone-&gt;compute(boneParent, model-&gt;getWorldMatrix(), NULL);
00214 
00215 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTargetAnimCtrld0" doxytag="NL3D::CTargetAnimCtrl::getCurrentLSRotationFromBone" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03296.html">CQuat</a> NL3D::CTargetAnimCtrl::getCurrentLSRotationFromBone </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03399.html">CSkeletonModel</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>model</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a02277.html">CBone</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>bone</em></td>
        </tr>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06483.html#l00219">219</a> of file <a class="el" href="a06483.html">target_anim_ctrl.cpp</a>.
<p>
References <a class="el" href="a06394.html#l00098">NL3D::CSkeletonModel::Bones</a>, <a class="el" href="a06308.html#l00139">NLMISC::CQuatT&lt; float &gt;::conjugate()</a>, <a class="el" href="a05492.html#l00114">NL3D::CBone::getBoneBase()</a>, <a class="el" href="a05492.html#l00144">NL3D::CBone::getLocalSkeletonMatrix()</a>, <a class="el" href="a05972.html#l00353">NLMISC::CMatrix::getRot()</a>, <a class="el" href="a05492.html#l00060">NL3D::CBoneBase::InvBindPos</a>, and <a class="el" href="a03297.html#NLMISC_1_1CQuatTz2012_2">NLMISC::CQuatT&lt; float &gt;::makeClosest()</a>.
<p>
Referenced by <a class="el" href="a06483.html#l00062">execute()</a>.
<p>
<div class="fragment"><pre>00220 {
00221         <span class="comment">// get the current rotation matrix (qmat) of this bone, in LS space</span>
00222         CQuat   currentLSRot= bone-&gt;getLocalSkeletonMatrix().getRot();
00223 
00224         <span class="comment">// get the default bindPos (qb) rotation of this bone, in LS space.</span>
00225         CQuat   boneBindPosInWorld= bone-&gt;getBoneBase().InvBindPos.getRot().conjugate();
00226         CQuat   rootInvBP= model-&gt;Bones[0].getBoneBase().InvBindPos.getRot();
00227         CQuat   boneBindPosInLS= rootInvBP * boneBindPosInWorld;
00228 
00229         <span class="comment">// The rotation (qrot) is computed such that qmat= qrot * qb</span>
00230         currentLSRot.makeClosest(boneBindPosInLS);
00231         <span class="keywordflow">return</span> currentLSRot * boneBindPosInLS.conjugate();
00232 }
</pre></div>    </td>
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<hr><h2>Field Documentation</h2>
<a class="anchor" name="NL3D_1_1CTargetAnimCtrlr0" doxytag="NL3D::CTargetAnimCtrl::_EnableToDisableTransition" ></a><p>
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          <td class="md" nowrap valign="top"> bool <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlr0">NL3D::CTargetAnimCtrl::_EnableToDisableTransition</a><code> [private]</code>
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<p>

<p>
Definition at line <a class="el" href="a06484.html#l00099">99</a> of file <a class="el" href="a06484.html">target_anim_ctrl.h</a>.
<p>
Referenced by <a class="el" href="a06483.html#l00040">CTargetAnimCtrl()</a>, and <a class="el" href="a06483.html#l00062">execute()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTargetAnimCtrlr1" doxytag="NL3D::CTargetAnimCtrl::_LastEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> bool <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlr1">NL3D::CTargetAnimCtrl::_LastEnabled</a><code> [private]</code>
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<p>
This tells that a Enable/Disable transition is in progress. 
<p>

<p>
Definition at line <a class="el" href="a06484.html#l00098">98</a> of file <a class="el" href="a06484.html">target_anim_ctrl.h</a>.
<p>
Referenced by <a class="el" href="a06483.html#l00040">CTargetAnimCtrl()</a>, and <a class="el" href="a06483.html#l00062">execute()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTargetAnimCtrlr2" doxytag="NL3D::CTargetAnimCtrl::_LastLSRotation" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03296.html">CQuat</a> <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlr2">NL3D::CTargetAnimCtrl::_LastLSRotation</a><code> [private]</code>
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<p>
The last rotation computed (in LocalSkeleton Space). Used to smooth transition. 
<p>

<p>
Definition at line <a class="el" href="a06484.html#l00095">95</a> of file <a class="el" href="a06484.html">target_anim_ctrl.h</a>.
<p>
Referenced by <a class="el" href="a06483.html#l00062">execute()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTargetAnimCtrlz1364_0" doxytag="NL3D::CTargetAnimCtrl::CurrentWorldDirection" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03296.html">CQuat</a> <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1364_0">NL3D::CTargetAnimCtrl::CurrentWorldDirection</a>
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      &nbsp;
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    <td>

<p>
For DirectionMode, the WorldRotation to apply to the bone. NB: modified in <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrla1">execute()</a> if TargetMode. 
<p>

<p>
Definition at line <a class="el" href="a06484.html#l00065">65</a> of file <a class="el" href="a06484.html">target_anim_ctrl.h</a>.
<p>
Referenced by <a class="el" href="a06483.html#l00062">execute()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTargetAnimCtrlz1366_0" doxytag="NL3D::CTargetAnimCtrl::DefaultWorldDirection" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03296.html">CQuat</a> <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_0">NL3D::CTargetAnimCtrl::DefaultWorldDirection</a>
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<p>
This give The World Orientation when the Mesh is in bind Pos (default to "LookBack"). 
<p>

<p>
Definition at line <a class="el" href="a06484.html#l00075">75</a> of file <a class="el" href="a06484.html">target_anim_ctrl.h</a>.
<p>
Referenced by <a class="el" href="a06483.html#l00040">CTargetAnimCtrl()</a>, and <a class="el" href="a06483.html#l00062">execute()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTargetAnimCtrlz1366_1" doxytag="NL3D::CTargetAnimCtrl::Enabled" ></a><p>
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          <td class="md" nowrap valign="top"> bool <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_1">NL3D::CTargetAnimCtrl::Enabled</a>
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<p>
This enable or disable the ctrl. When disabled or enabled, the ctrl ensure that the movement does not "pop", respecting MaxAngularVelocity. Default to true.
<p>
Definition at line <a class="el" href="a06484.html#l00073">73</a> of file <a class="el" href="a06484.html">target_anim_ctrl.h</a>.
<p>
Referenced by <a class="el" href="a06483.html#l00040">CTargetAnimCtrl()</a>, and <a class="el" href="a06483.html#l00062">execute()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTargetAnimCtrlz1364_1" doxytag="NL3D::CTargetAnimCtrl::EyePos" ></a><p>
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  <tr>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03128.html">CVector</a> <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1364_1">NL3D::CTargetAnimCtrl::EyePos</a>
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<p>
For TargetMode only, the Pos of eyes relative to the bone controlled. Default to (0,0,0). 
<p>

<p>
Definition at line <a class="el" href="a06484.html#l00063">63</a> of file <a class="el" href="a06484.html">target_anim_ctrl.h</a>.
<p>
Referenced by <a class="el" href="a06483.html#l00040">CTargetAnimCtrl()</a>, and <a class="el" href="a06483.html#l00062">execute()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTargetAnimCtrlz1366_2" doxytag="NL3D::CTargetAnimCtrl::MaxAngle" ></a><p>
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          <td class="md" nowrap valign="top"> float <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_2">NL3D::CTargetAnimCtrl::MaxAngle</a>
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<p>
The Maximum angle of rotation that can be performed between the Default Direction and Current Direction. Default to Pi/3. 
<p>

<p>
Definition at line <a class="el" href="a06484.html#l00077">77</a> of file <a class="el" href="a06484.html">target_anim_ctrl.h</a>.
<p>
Referenced by <a class="el" href="a06483.html#l00040">CTargetAnimCtrl()</a>, and <a class="el" href="a06483.html#l00062">execute()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTargetAnimCtrlz1366_3" doxytag="NL3D::CTargetAnimCtrl::MaxAngularVelocity" ></a><p>
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          <td class="md" nowrap valign="top"> float <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1366_3">NL3D::CTargetAnimCtrl::MaxAngularVelocity</a>
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<p>
The Maximum Angular Velocity the ctrl can perform. Default to 2*Pi per second. 
<p>

<p>
Definition at line <a class="el" href="a06484.html#l00079">79</a> of file <a class="el" href="a06484.html">target_anim_ctrl.h</a>.
<p>
Referenced by <a class="el" href="a06483.html#l00040">CTargetAnimCtrl()</a>, and <a class="el" href="a06483.html#l00062">execute()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTargetAnimCtrlo0" doxytag="NL3D::CTargetAnimCtrl::Mode" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlw3">TMode</a> <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlo0">NL3D::CTargetAnimCtrl::Mode</a>
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<p>
Target controled or direction controled. Default to DirectionMode. 
<p>

<p>
Definition at line <a class="el" href="a06484.html#l00056">56</a> of file <a class="el" href="a06484.html">target_anim_ctrl.h</a>.
<p>
Referenced by <a class="el" href="a06483.html#l00040">CTargetAnimCtrl()</a>, and <a class="el" href="a06483.html#l00062">execute()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTargetAnimCtrlz1364_2" doxytag="NL3D::CTargetAnimCtrl::WorldTarget" ></a><p>
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  <tr>
    <td class="mdRow">
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          <td class="md" nowrap valign="top"> <a class="el" href="a03128.html">CVector</a> <a class="el" href="a03468.html#NL3D_1_1CTargetAnimCtrlz1364_2">NL3D::CTargetAnimCtrl::WorldTarget</a>
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<p>
For TargetMode, the world Position of the target. 
<p>

<p>
Definition at line <a class="el" href="a06484.html#l00061">61</a> of file <a class="el" href="a06484.html">target_anim_ctrl.h</a>.
<p>
Referenced by <a class="el" href="a06483.html#l00040">CTargetAnimCtrl()</a>, and <a class="el" href="a06483.html#l00062">execute()</a>.    </td>
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</table>
<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="a06484.html">target_anim_ctrl.h</a><li><a class="el" href="a06483.html">target_anim_ctrl.cpp</a></ul>
<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 07:47:42 2004 for NeL by
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