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<hr><h1>NL3D::CBone Class Reference</h1>This is a bone, for skeleton animation, with information for result WorldMatrix.
<a href="#_details">More...</a>
<p>
<code>#include <<a class="el" href="bone_h-source.html">bone.h</a>></code>
<p>
Inheritance diagram for NL3D::CBone<p><center><img src="class_NL3D__CBone_inherit_graph.gif" border="0" usemap="#NL3D::CBone_inherit_map" alt="Inheritance graph"></center>
<map name="NL3D::CBone_inherit_map">
<area href="class_NL3D__ITransformable.html" shape="rect" coords="0,67,136,85">
<area href="class_NL3D__IAnimatable.html" shape="rect" coords="8,0,128,19">
</map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center>Collaboration diagram for NL3D::CBone:<p><center><img src="class_NL3D__CBone_coll_graph.gif" border="0" usemap="#NL3D::CBone_coll_map" alt="Collaboration graph"></center>
<map name="NL3D::CBone_coll_map">
<area href="class_NL3D__ITransformable.html" shape="rect" coords="16,166,152,184">
<area href="class_NL3D__IAnimatable.html" shape="rect" coords="0,83,120,102">
<area href="class_NLMISC__CBitSet.html" shape="rect" coords="4,0,116,19">
<area href="class_NLMISC__CRefPtr.html" shape="rect" coords="208,166,408,184">
<area href="class_NLMISC__CRefCount__CPtrInfo.html" shape="rect" coords="223,83,409,102">
</map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center><a href="class_NL3D__CBone-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 nowrap align=right valign=top> </td><td valign=bottom><a class="el" href="class_NL3D__CBone.html#a0">CBone</a> (<a class="el" href="class_NL3D__CBoneBase.html">CBoneBase</a> *boneBase)</td></tr>
<tr><td> </td><td><font size=-1><em>Constructor.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>const std::string& </td><td valign=bottom><a class="el" href="class_NL3D__CBone.html#a1">getBoneName</a> () const</td></tr>
<tr><td> </td><td><font size=-1><em>retrieve the boneName from BoneBase.</em> <a href="#a1">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="types_nl_h.html#a8">sint32</a> </td><td valign=bottom><a class="el" href="class_NL3D__CBone.html#a2">getFatherId</a> () const</td></tr>
<tr><td> </td><td><font size=-1><em>retrieve the fatherId from BoneBase.</em> <a href="#a2">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual <a class="el" href="class_NL3D__ITrack.html">ITrack</a>* </td><td valign=bottom><a class="el" href="class_NL3D__CBone.html#a3">getDefaultTrack</a> (<a class="el" href="types_nl_h.html#a13">uint</a> valueId)</td></tr>
<tr><td> </td><td><font size=-1><em>retrive the default trak from skeleton shape.</em> <a href="#a3">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="class_NL3D__CBone.html#a4">registerToChannelMixer</a> (<a class="el" href="class_NL3D__CChannelMixer.html">CChannelMixer</a> *chanMixer, const std::string &prefix)</td></tr>
<tr><td> </td><td><font size=-1><em>register the <a class="el" href="class_NL3D__ITransformable.html">ITransformable</a> channels as detailled channels.</em> <a href="#a4">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void </td><td valign=bottom><a class="el" href="class_NL3D__CBone.html#a5">compute</a> (CBone *parent, const CMatrix &rootMatrix)</td></tr>
<tr><td> </td><td><font size=-1><em>Compute the WorldMatrix, and the BoneSkinMatrix (for skinning).</em> <a href="#a5">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>const CMatrix& </td><td valign=bottom><a class="el" href="class_NL3D__CBone.html#a6">getWorldMatrix</a> () const</td></tr>
<tr><td> </td><td><font size=-1><em>retrieve the WorldMatrix computed in <a class="el" href="class_NL3D__CBone.html#a5">compute</a>().</em> <a href="#a6">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>const CMatrix& </td><td valign=bottom><a class="el" href="class_NL3D__CBone.html#a7">getBoneSkinMatrix</a> () const</td></tr>
<tr><td> </td><td><font size=-1><em>retrieve the BoneSkinMatrix computed in <a class="el" href="class_NL3D__CBone.html#a5">compute</a>().</em> <a href="#a7">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="class_NLMISC__CRefPtr.html">NLMISC::CRefPtr</a><<a class="el" href="class_NL3D__CBoneBase.html">CBoneBase</a>> </td><td valign=bottom><a class="el" href="class_NL3D__CBone.html#o0">_BoneBase</a></td></tr>
<tr><td nowrap align=right valign=top>CMatrix </td><td valign=bottom><a class="el" href="class_NL3D__CBone.html#o1">_WorldMatrix</a></td></tr>
<tr><td nowrap align=right valign=top>CMatrix </td><td valign=bottom><a class="el" href="class_NL3D__CBone.html#o2">_BoneSkinMatrix</a></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
This is a bone, for skeleton animation, with information for result WorldMatrix.
<p>
<dl compact><dt>
<b>Author(s): </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="bone_h-source.html#l00086">86</a> of file <a class="el" href="bone_h-source.html">bone.h</a>.<hr><h2>Constructor & Destructor Documentation</h2>
<a name="a0" doxytag="NL3D::CBone::CBone"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
NL3D::CBone::CBone (
</b></td>
<td valign="bottom"><b>
<a class="el" href="class_NL3D__CBoneBase.html">CBoneBase</a> * <em>boneBase</em> )
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
Constructor.
<p>
build a bone from a <a class="el" href="class_NL3D__CBoneBase.html">CBoneBase</a>*. By defautl, a bone is in RotQuat transform mode. This ctor:<ul>
<li>store a RefPtr on the bonebase (for getDefaultTracks() method). the refptr is just for nlassert.<li>copy the bonebase default track value into Animated Values Pos/Rot etc.... </ul>
<p>
Definition at line <a class="el" href="bone_cpp-source.html#l00075">75</a> of file <a class="el" href="bone_cpp-source.html">bone.cpp</a>. </td>
</tr>
</table>
<hr><h2>Member Function Documentation</h2>
<a name="a5" doxytag="NL3D::CBone::compute"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
void NL3D::CBone::compute (
</b></td>
<td valign="bottom"><b>
CBone * <em>parent</em>,
</b></td>
</tr>
<tr>
<td></td>
<td><b>
const CMatrix & <em>rootMatrix</em> )
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
Compute the WorldMatrix, and the BoneSkinMatrix (for skinning).
<p>
NB: the result worldMatrix depends on BoneBase::UnheritScale. <br>
NB: the result boneSkinMatrix depends on BoneBase::InvBindPos. <br>
<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>parent</em>
</td><td>
the parent of this bone (maybe NULL if root). his WorldMatrix is used, so it should be computed before. </td></tr>
<tr><td valign=top><em>rootMatrix</em>
</td><td>
is used as father worldmatrix if parent==NULL. Usefull for root bones. </td></tr>
</table>
</dl>
<p>
Definition at line <a class="el" href="bone_cpp-source.html#l00126">126</a> of file <a class="el" href="bone_cpp-source.html">bone.cpp</a>. </td>
</tr>
</table>
<a name="a1" doxytag="NL3D::CBone::getBoneName"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
const std::string & NL3D::CBone::getBoneName (
</b></td>
<td valign="bottom"><b>
) const<code> [inline]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
retrieve the boneName from BoneBase.
<p>
<p>
Definition at line <a class="el" href="bone_h-source.html#l00100">100</a> of file <a class="el" href="bone_h-source.html">bone.h</a>. </td>
</tr>
</table>
<a name="a7" doxytag="NL3D::CBone::getBoneSkinMatrix"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
const CMatrix & NL3D::CBone::getBoneSkinMatrix (
</b></td>
<td valign="bottom"><b>
) const<code> [inline]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
retrieve the BoneSkinMatrix computed in <a class="el" href="class_NL3D__CBone.html#a5">compute</a>().
<p>
<p>
Definition at line <a class="el" href="bone_h-source.html#l00128">128</a> of file <a class="el" href="bone_h-source.html">bone.h</a>. </td>
</tr>
</table>
<a name="a3" doxytag="NL3D::CBone::getDefaultTrack"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
<tr>
<td class="md">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td nowrap valign="top"><b>
<a class="el" href="class_NL3D__ITrack.html">ITrack</a> * NL3D::CBone::getDefaultTrack (
</b></td>
<td valign="bottom"><b>
<a class="el" href="types_nl_h.html#a13">uint</a> <em>valueId</em> )<code> [virtual]</code>
</b></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
retrive the default trak from skeleton shape.
<p>
<p>
Reimplemented from <a class="el" href="class_NL3D__ITransformable.html#a31">NL3D::ITransformable</a>.
<p>
Definition at line <a class="el" href="bone_cpp-source.html#l00091">91</a> of file <a class="el" href="bone_cpp-source.html">bone.cpp</a>. </td>
</tr>
</table>
<a name="a2" doxytag="NL3D::CBone::getFatherId"></a><p>
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<a class="el" href="types_nl_h.html#a8">sint32</a> NL3D::CBone::getFatherId (
</b></td>
<td valign="bottom"><b>
) const<code> [inline]</code>
</b></td>
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</td>
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<p>
retrieve the fatherId from BoneBase.
<p>
<p>
Definition at line <a class="el" href="bone_h-source.html#l00102">102</a> of file <a class="el" href="bone_h-source.html">bone.h</a>. </td>
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<a name="a6" doxytag="NL3D::CBone::getWorldMatrix"></a><p>
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const CMatrix & NL3D::CBone::getWorldMatrix (
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) const<code> [inline]</code>
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</td>
<td>
<p>
retrieve the WorldMatrix computed in <a class="el" href="class_NL3D__CBone.html#a5">compute</a>().
<p>
<p>
Definition at line <a class="el" href="bone_h-source.html#l00125">125</a> of file <a class="el" href="bone_h-source.html">bone.h</a>. </td>
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<a name="a4" doxytag="NL3D::CBone::registerToChannelMixer"></a><p>
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void NL3D::CBone::registerToChannelMixer (
</b></td>
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<a class="el" href="class_NL3D__CChannelMixer.html">CChannelMixer</a> * <em>chanMixer</em>,
</b></td>
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<td></td>
<td><b>
const std::string & <em>prefix</em> )<code> [virtual]</code>
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<p>
register the <a class="el" href="class_NL3D__ITransformable.html">ITransformable</a> channels as detailled channels.
<p>
<p>
Reimplemented from <a class="el" href="class_NL3D__ITransformable.html#a32">NL3D::ITransformable</a>.
<p>
Definition at line <a class="el" href="bone_cpp-source.html#l00113">113</a> of file <a class="el" href="bone_cpp-source.html">bone.cpp</a>. </td>
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<hr><h2>Member Data Documentation</h2>
<a name="o0" doxytag="NL3D::CBone::_BoneBase"></a><p>
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<td nowrap valign="top"><b>
<a class="el" href="class_NLMISC__CRefPtr.html">NLMISC::CRefPtr</a>< <a class="el" href="class_NL3D__CBoneBase.html">CBoneBase</a> > NL3D::CBone::_BoneBase<code> [private]</code>
</b></td>
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</td>
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</td>
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<p>
<p>
Definition at line <a class="el" href="bone_h-source.html#l00136">136</a> of file <a class="el" href="bone_h-source.html">bone.h</a>. </td>
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<a name="o2" doxytag="NL3D::CBone::_BoneSkinMatrix"></a><p>
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CMatrix NL3D::CBone::_BoneSkinMatrix<code> [private]</code>
</b></td>
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</table>
</td>
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<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="bone_h-source.html#l00141">141</a> of file <a class="el" href="bone_h-source.html">bone.h</a>. </td>
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<a name="o1" doxytag="NL3D::CBone::_WorldMatrix"></a><p>
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<td nowrap valign="top"><b>
CMatrix NL3D::CBone::_WorldMatrix<code> [private]</code>
</b></td>
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</td>
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<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="bone_h-source.html#l00139">139</a> of file <a class="el" href="bone_h-source.html">bone.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="bone_h-source.html">bone.h</a><li><a class="el" href="bone_cpp-source.html">bone.cpp</a></ul>
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