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<hr><h1>NL3D::UBone  Class Reference</h1>Base interface for manipulating Bones. 
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="u__bone_8h-source.html">u_bone.h</a>&gt;</code>
<p>
<p>Inheritance diagram for NL3D::UBone:
<p><center><img src="classNL3D_1_1UBone.gif" usemap="#NL3D::UBone_map" border="0"></center>
<map name="NL3D::UBone_map">
<area href="classNL3D_1_1UTransformable.html" alt="NL3D::UTransformable" shape="rect" coords="0,0,139,24">
<area href="classNL3D_1_1CBoneUser.html" alt="NL3D::CBoneUser" shape="rect" coords="0,112,139,136">
</map>
<a href="classNL3D_1_1UBone-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
<tr><td colspan=2><br><h2>Public Methods</h2></td></tr>
<tr><td colspan="2"><div class="groupHeader">Special feature</div></td></tr>
<tr><td nowrap align=right valign=top>virtual const CMatrix &amp;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UBone.html#z9_0">getLastWorldMatrixComputed</a> () const=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>get the last world matrix computed in last render().</em> <a href="#z9_0">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr>
<tr><td colspan="2"><div class="groupHeader">Object</div></td></tr>
<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UBone.html#z8_0">UBone</a> ()</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Constructor. By default, RotQuat mode.</em> <a href="#z8_0">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UBone.html#z8_1">~UBone</a> ()</td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
Base interface for manipulating Bones.
<p>
see <a class="el" href="classNL3D_1_1UTransformable.html">UTransformable</a>. A bone comes from a <a class="el" href="classNL3D_1_1USkeleton.html">USkeleton</a>. <dl compact><dt><b>
Author: </b><dd>
Lionel Berenguier , Nevrax France </dl><dl compact><dt><b>
Date: </b><dd>
2001 </dl>
<p>

<p>
Definition at line <a class="el" href="u__bone_8h-source.html#l00044">44</a> of file <a class="el" href="u__bone_8h-source.html">u_bone.h</a>.<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a name="z8_0" doxytag="NL3D::UBone::UBone"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> NL3D::UBone::UBone </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap><code> [inline, protected]</code></td>
        </tr>

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

<p>
Constructor. By default, RotQuat mode.
<p>

<p>
Definition at line <a class="el" href="u__bone_8h-source.html#l00051">51</a> of file <a class="el" href="u__bone_8h-source.html">u_bone.h</a>.    </td>
  </tr>
</table>
<a name="z8_1" doxytag="NL3D::UBone::~UBone"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual NL3D::UBone::~UBone </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap><code> [inline, protected, virtual]</code></td>
        </tr>

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

<p>

<p>
Definition at line <a class="el" href="u__bone_8h-source.html#l00052">52</a> of file <a class="el" href="u__bone_8h-source.html">u_bone.h</a>.    </td>
  </tr>
</table>
<hr><h2>Member Function Documentation</h2>
<a name="z9_0" doxytag="NL3D::UBone::getLastWorldMatrixComputed"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual const CMatrix&amp; NL3D::UBone::getLastWorldMatrixComputed </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [pure virtual]</code></td>
        </tr>

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

<p>
get the last world matrix computed in last render().
<p>
NB: this WM is computed in last render() only if the object was not clipped. So use it wisely.
<p>
NB: this WM may also not be computed in last render() for "Lod skeleton" reason. ie if the skeleton is too far, the engine may not compute a bone (for speed). To avoid problem, you should ask the artist what bones have such a scheme, or you could stickObject() a dummy (eg a <a class="el" href="classNL3D_1_1UTransform.html">UTransform</a>) onto this bone, because  in this case, this bone will always be computed. 
<p>
Implemented in <a class="el" href="classNL3D_1_1CBoneUser.html#z389_0">NL3D::CBoneUser</a>.    </td>
  </tr>
</table>
<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="u__bone_8h-source.html">u_bone.h</a></ul>


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