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<hr><h1>NL3D::IAnimatable  Class Reference</h1>An animatable object. 
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="animatable_h-source.html">animatable.h</a>&gt;</code>
<p>
Inheritance diagram for NL3D::IAnimatable<p><center><img src="class_NL3D__IAnimatable_inherit_graph.gif" border="0" usemap="#NL3D::IAnimatable_inherit_map" alt="Inheritance graph"></center>
<map name="NL3D::IAnimatable_inherit_map">
<area href="class_NL3D__CAnimatedMaterial.html" shape="rect" coords="0,67,160,86">
<area href="class_NL3D__ITransformable.html" shape="rect" coords="184,67,320,86">
<area href="class_NL3D__CBone.html" shape="rect" coords="141,134,232,153">
<area href="class_NL3D__CTransform.html" shape="rect" coords="256,134,376,153">
<area href="class_NL3D__CCamera.html" shape="rect" coords="111,201,215,219">
<area href="class_NL3D__CLandscapeModel.html" shape="rect" coords="239,201,393,219">
<area href="class_NL3D__CTransformShape.html" shape="rect" coords="417,201,569,219">
<area href="class_NL3D__CMeshInstance.html" shape="rect" coords="244,267,380,286">
<area href="class_NL3D__CParticleSystemModel.html" shape="rect" coords="404,267,583,286">
<area href="class_NL3D__CSkeletonModel.html" shape="rect" coords="607,267,751,286">
</map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center>Collaboration diagram for NL3D::IAnimatable:<p><center><img src="class_NL3D__IAnimatable_coll_graph.gif" border="0" usemap="#NL3D::IAnimatable_coll_map" alt="Collaboration graph"></center>
<map name="NL3D::IAnimatable_coll_map">
<area href="class_NLMISC__CBitSet.html" shape="rect" coords="4,1,116,19">
</map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center><a href="class_NL3D__IAnimatable-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
<tr><td colspan=2><br><h2>Public Types</h2></td></tr>
<tr><td nowrap align=right valign=top>enum &nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#s1">TAnimValues</a> { <br>
&nbsp;&nbsp;<a class="el" href="class_NL3D__IAnimatable.html#s1s0">AnimValueLast</a> = 0
<br>
 }</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>The enum of animated values.</em> <a href="#s1">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan=2><br><h2>Public Methods</h2></td></tr>
<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a0">IAnimatable</a> ()</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Default Constructor.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual <a class="el" href="class_NL3D__IAnimatedValue.html">IAnimatedValue</a>*&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a1">getValue</a> (<a class="el" href="types_nl_h.html#a13">uint</a> valueId) = 0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Get a value pointer.</em> <a href="#a1">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual const char*&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a2">getValueName</a> (<a class="el" href="types_nl_h.html#a13">uint</a> valueId) const = 0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Get animated value name.</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>*&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a3">getDefaultTrack</a> (<a class="el" href="types_nl_h.html#a13">uint</a> valueId) = 0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Get default track pointer.</em> <a href="#a3">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a4">registerToChannelMixer</a> (<a class="el" href="class_NL3D__CChannelMixer.html">CChannelMixer</a> *chanMixer, const std::string &amp;prefix=std::string()) = 0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>register the Aniamtable to a channelMixer (using <a class="el" href="class_NL3D__CChannelMixer.html#a4">CChannelMixer::addChannel</a>()).</em> <a href="#a4">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a5">setFather</a> (IAnimatable *father, <a class="el" href="types_nl_h.html#a13">uint</a> fatherOwnerBit)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Say which (if any) <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> owns this one.</em> <a href="#a5">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a6">touch</a> (<a class="el" href="types_nl_h.html#a13">uint</a> valueId, <a class="el" href="types_nl_h.html#a13">uint</a> ownerValueId)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Touch a value because it has been modified.</em> <a href="#a6">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a7">isTouched</a> (<a class="el" href="types_nl_h.html#a13">uint</a> valueId) const</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Return true if the value as been touched else false.</em> <a href="#a7">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#a8">resize</a> (<a class="el" href="types_nl_h.html#a13">uint</a> <a class="el" href="ytable_cpp.html#a129">count</a>)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Change value count.</em> <a href="#a8">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#b0">addValue</a> (<a class="el" href="class_NL3D__CChannelMixer.html">CChannelMixer</a> *chanMixer, <a class="el" href="types_nl_h.html#a13">uint</a> valueId, <a class="el" href="types_nl_h.html#a13">uint</a> ownerValueId, const std::string &amp;prefix, bool detail)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>This is a tool function which add a given value to a channel.</em> <a href="#b0">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#b1">clearFlag</a> (<a class="el" href="types_nl_h.html#a13">uint</a> valueId)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>This method clear a bit in the bitset.</em> <a href="#b1">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan=2><br><h2>Private Methods</h2></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#c0">propagateTouch</a> ()</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__CBitSet.html">NLMISC::CBitSet</a>&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#o0">bitSet</a></td></tr>
<tr><td nowrap align=right valign=top>IAnimatable*&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#o1">_Father</a></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="types_nl_h.html#a13">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__IAnimatable.html#o2">_FatherOwnerBit</a></td></tr>
<tr><td colspan=2><br><h2>Friends</h2></td></tr>
<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="#l0">IAnimatedValue</a></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
An animatable object.
<p>
This object can have a set of animated values. Animated values are animated by a <a class="el" href="class_NL3D__CChannelMixer.html">CChannelMixer</a> object. Each value have a name and a default track.
<p>
An <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> may have <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> sons (list of bones, list of materails etc...). The value count and valueId of  the <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> DO NOT count those sons, but register() should register his sons too. A father propagated touch system (<a class="el" href="class_NL3D__IAnimatable.html#a5">setFather</a>()) is implemented. When a son is touched, he touchs his fathers, his grandfather and so on.
<p>
When a class derives from <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a>, it must implement all the  interface's methods:
<p>
extend TAnimValues enum, beginning to BaseClass::AnimValueLast, and add a bit OwnerBit. ctor(): just type "<a class="el" href="class_NL3D__IAnimatable.html#a8">IAnimatable::resize</a>() (AnimValueLast);" virtual <a class="el" href="class_NL3D__IAnimatedValue.html">IAnimatedValue</a>* getValue (uint valueId); virtual const char *getValueName (uint valueId) const; virtual <a class="el" href="class_NL3D__ITrack.html">ITrack</a>* getDefaultTrack (uint valueId);
<p>
virtual register(CChannelMixer *, const string &amp;prefix);
<p>
Watch <a class="el" href="class_NL3D__ITransformable.html">NL3D::ITransformable</a> and <a class="el" href="class_NL3D__CTransform.html">NL3D::CTransform</a> for a good example.
<p>
<dl compact><dt>
<b>Author(s): </b><dd>
 Cyril 'Hulud' Corvazier ,  Nevrax France </dl><dl compact><dt>
<b>Date: </b><dd>
 2001 </dl>
<p>

<p>
Definition at line <a class="el" href="animatable_h-source.html#l00073">73</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>.<hr><h2>Member Enumeration Documentation</h2>
<a name="s1" doxytag="NL3D::IAnimatable::TAnimValues"></a><p>
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enum NL3D::IAnimatable::TAnimValues
          </b></td>
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<p>
The enum of animated values.
<p>
(same system in <a class="el" href="class_NL3D__CMOT.html">CMOT</a>). Deriver should extend this enum, beginning with OwnerBit= BaseClass::AnimValueLast. "OwnerBit" system: each deriver of <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> should had an entry "OwnerBit" in this TAnimValues. This bit will be set when an <a class="el" href="class_NL3D__IAnimatedValue.html">IAnimatedValue</a> of this deriver part is touched, or if one of his <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> sons is touched (see <a class="el" href="class_NL3D__IAnimatable.html#a5">setFather</a>()). <dl compact><dt>
<b>Enumeration values:</b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><a name="s1s0" doxytag="AnimValueLast"></a><em>AnimValueLast</em>
&nbsp;</td><td>
</td></tr>
</table>
</dl>

<p>
Reimplemented in <a class="el" href="class_NL3D__CAnimatedMaterial.html#s9">NL3D::CAnimatedMaterial</a>, <a class="el" href="class_NL3D__CCamera.html#s5">NL3D::CCamera</a>, <a class="el" href="class_NL3D__CMeshInstance.html#s2">NL3D::CMeshInstance</a>, <a class="el" href="class_NL3D__CSkeletonModel.html#s2">NL3D::CSkeletonModel</a>, and <a class="el" href="class_NL3D__ITransformable.html#s12">NL3D::ITransformable</a>.
<p>
Definition at line <a class="el" href="animatable_h-source.html#l00095">95</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>.    </td>
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<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a name="a0" doxytag="NL3D::IAnimatable::IAnimatable"></a><p>
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NL3D::IAnimatable::IAnimatable (
          </b></td>
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)<code> [inline]</code>
          </b></td>
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<p>
Default Constructor.
<p>
Set number of value to 0. Deriver: should just write: <a class="el" href="class_NL3D__IAnimatable.html#a8">IAnimatable::resize</a>() (getValueCount()); 
<p>
Definition at line <a class="el" href="animatable_h-source.html#l00083">83</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>.    </td>
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<hr><h2>Member Function Documentation</h2>
<a name="b0" doxytag="NL3D::IAnimatable::addValue"></a><p>
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void NL3D::IAnimatable::addValue (
          </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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<a class="el" href="types_nl_h.html#a13">uint</a> <em>valueId</em>, 
          </b></td>
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<a class="el" href="types_nl_h.html#a13">uint</a> <em>ownerValueId</em>, 
          </b></td>
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          <td><b>
const std::string &amp; <em>prefix</em>, 
          </b></td>
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          <td><b>
bool <em>detail</em>&nbsp;)<code> [protected]</code>
          </b></td>
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<p>
This is a tool function which add a given value to a channel.
<p>

<p>
Definition at line <a class="el" href="animatable_cpp-source.html#l00034">34</a> of file <a class="el" href="animatable_cpp-source.html">animatable.cpp</a>.    </td>
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<a name="b1" doxytag="NL3D::IAnimatable::clearFlag"></a><p>
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void NL3D::IAnimatable::clearFlag (
          </b></td>
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<a class="el" href="types_nl_h.html#a13">uint</a> <em>valueId</em>&nbsp;)<code> [inline, protected]</code>
          </b></td>
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<p>
This method clear a bit in the bitset.
<p>

<p>
Definition at line <a class="el" href="animatable_h-source.html#l00227">227</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>.    </td>
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<a name="a3" doxytag="NL3D::IAnimatable::getDefaultTrack"></a><p>
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<a class="el" href="class_NL3D__ITrack.html">ITrack</a> * NL3D::IAnimatable::getDefaultTrack (
          </b></td>
          <td valign="bottom"><b>
<a class="el" href="types_nl_h.html#a13">uint</a> <em>valueId</em>&nbsp;)<code> [pure virtual]</code>
          </b></td>
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<p>
Get default track pointer.
<p>
<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>valueId</em>
&nbsp;</td><td>
 is the animated value ID in the object we want the default track. IGNORING IANIMATABLE SONS (eg: bones, materials...). </td></tr>
</table>
</dl><dl compact><dt>
<b>Returns: </b><dd>
 The pointer on the default track of the value. </dl>
<p>
Reimplemented in <a class="el" href="class_NL3D__CAnimatedMaterial.html#a6">NL3D::CAnimatedMaterial</a>, <a class="el" href="class_NL3D__CBone.html#a3">NL3D::CBone</a>, <a class="el" href="class_NL3D__CCamera.html#a12">NL3D::CCamera</a>, <a class="el" href="class_NL3D__CMeshInstance.html#a1">NL3D::CMeshInstance</a>, <a class="el" href="class_NL3D__CTransform.html#a5">NL3D::CTransform</a>, and <a class="el" href="class_NL3D__ITransformable.html#a31">NL3D::ITransformable</a>.    </td>
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<a name="a1" doxytag="NL3D::IAnimatable::getValue"></a><p>
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<a class="el" href="class_NL3D__IAnimatedValue.html">IAnimatedValue</a> * NL3D::IAnimatable::getValue (
          </b></td>
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<a class="el" href="types_nl_h.html#a13">uint</a> <em>valueId</em>&nbsp;)<code> [pure virtual]</code>
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<p>
Get a value pointer.
<p>
<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>valueId</em>
&nbsp;</td><td>
 is the animated value ID in the object. IGNORING IANIMATABLE SONS (eg: bones, materials...). </td></tr>
</table>
</dl><dl compact><dt>
<b>Returns: </b><dd>
 The pointer on the animated value. </dl>
<p>
Reimplemented in <a class="el" href="class_NL3D__CAnimatedMaterial.html#a4">NL3D::CAnimatedMaterial</a>, <a class="el" href="class_NL3D__CCamera.html#a10">NL3D::CCamera</a>, and <a class="el" href="class_NL3D__ITransformable.html#a29">NL3D::ITransformable</a>.    </td>
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<a name="a2" doxytag="NL3D::IAnimatable::getValueName"></a><p>
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const char * NL3D::IAnimatable::getValueName (
          </b></td>
          <td valign="bottom"><b>
<a class="el" href="types_nl_h.html#a13">uint</a> <em>valueId</em>&nbsp;) const<code> [pure virtual]</code>
          </b></td>
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<p>
Get animated value name.
<p>
<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>valueId</em>
&nbsp;</td><td>
 is the animated value ID in the object we want the name. IGNORING IANIMATABLE SONS (eg: bones, materials...). </td></tr>
</table>
</dl><dl compact><dt>
<b>Returns: </b><dd>
 the name of the animated value. </dl>
<p>
Reimplemented in <a class="el" href="class_NL3D__CAnimatedMaterial.html#a5">NL3D::CAnimatedMaterial</a>, <a class="el" href="class_NL3D__CCamera.html#a11">NL3D::CCamera</a>, and <a class="el" href="class_NL3D__ITransformable.html#a30">NL3D::ITransformable</a>.    </td>
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<a name="a7" doxytag="NL3D::IAnimatable::isTouched"></a><p>
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bool NL3D::IAnimatable::isTouched (
          </b></td>
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<a class="el" href="types_nl_h.html#a13">uint</a> <em>valueId</em>&nbsp;) const<code> [inline]</code>
          </b></td>
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<p>
Return true if the value as been touched else false.
<p>
<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>valueId</em>
&nbsp;</td><td>
 is the animated value ID in the object we want to test the touch flag. or it may be an OwnerBit. </td></tr>
</table>
</dl>
<p>
Definition at line <a class="el" href="animatable_h-source.html#l00181">181</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>.    </td>
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<a name="c0" doxytag="NL3D::IAnimatable::propagateTouch"></a><p>
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void NL3D::IAnimatable::propagateTouch (
          </b></td>
          <td valign="bottom"><b>
)<code> [inline, private]</code>
          </b></td>
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<p>

<p>
Definition at line <a class="el" href="animatable_h-source.html#l00209">209</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>.    </td>
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<a name="a4" doxytag="NL3D::IAnimatable::registerToChannelMixer"></a><p>
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void NL3D::IAnimatable::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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const std::string &amp; <em>prefix</em> = std::string()&nbsp;)<code> [pure virtual]</code>
          </b></td>
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<p>
register the Aniamtable to a channelMixer (using <a class="el" href="class_NL3D__CChannelMixer.html#a4">CChannelMixer::addChannel</a>()).
<p>
You MUST use this method to register Animatable. This method should:<ul>
<li>call is BaseClass method.<li>register local AnimatableValues, with channel name: prefix+<a class="el" href="class_NL3D__IAnimatable.html#a2">getValueName</a>().<li>register local sons!!. eg: matlist[0]-&gt;registerToChannelMixer(chanMixer, prefix+"mat0.").</ul>
<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>chanMixer</em>
&nbsp;</td><td>
 is the channel mixer. Should not be NULL. for anim detail purpose , the <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> may store a RefPtr on this channel mixer. </td></tr>
<tr><td valign=top><em>prefix</em>
&nbsp;</td><td>
 prefix to be append to valueNames </td></tr>
</table>
</dl>
<p>
Reimplemented in <a class="el" href="class_NL3D__CAnimatedMaterial.html#a7">NL3D::CAnimatedMaterial</a>, <a class="el" href="class_NL3D__CBone.html#a4">NL3D::CBone</a>, <a class="el" href="class_NL3D__CCamera.html#a13">NL3D::CCamera</a>, <a class="el" href="class_NL3D__CMeshInstance.html#a0">NL3D::CMeshInstance</a>, <a class="el" href="class_NL3D__CSkeletonModel.html#a0">NL3D::CSkeletonModel</a>, <a class="el" href="class_NL3D__CTransform.html#a6">NL3D::CTransform</a>, and <a class="el" href="class_NL3D__ITransformable.html#a32">NL3D::ITransformable</a>.    </td>
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<a name="a8" doxytag="NL3D::IAnimatable::resize"></a><p>
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void NL3D::IAnimatable::resize (
          </b></td>
          <td valign="bottom"><b>
<a class="el" href="types_nl_h.html#a13">uint</a> <em>count</em>&nbsp;)<code> [inline]</code>
          </b></td>
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<p>
Change value count.
<p>
<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>count</em>
&nbsp;</td><td>
 is the new value count. </td></tr>
</table>
</dl>
<p>
Definition at line <a class="el" href="animatable_h-source.html#l00192">192</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>.    </td>
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<a name="a5" doxytag="NL3D::IAnimatable::setFather"></a><p>
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void NL3D::IAnimatable::setFather (
          </b></td>
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IAnimatable * <em>father</em>, 
          </b></td>
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          <td><b>
<a class="el" href="types_nl_h.html#a13">uint</a> <em>fatherOwnerBit</em>&nbsp;)<code> [inline]</code>
          </b></td>
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<p>
Say which (if any) <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> owns this one.
<p>
This is important for Touch propagation. By this system, Fathers and ancestors know if they must check their sons (<a class="el" href="class_NL3D__IAnimatable.html#a7">isTouched</a>() return true).<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
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&nbsp;</td><td>
 the father we must inform of our update. </td></tr>
<tr><td valign=top><em>fatherOwnerBit</em>
&nbsp;</td><td>
 What bit of father we must set when we are updated </td></tr>
</table>
</dl>
<p>
Definition at line <a class="el" href="animatable_h-source.html#l00150">150</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>.    </td>
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<a name="a6" doxytag="NL3D::IAnimatable::touch"></a><p>
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void NL3D::IAnimatable::touch (
          </b></td>
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<a class="el" href="types_nl_h.html#a13">uint</a> <em>valueId</em>, 
          </b></td>
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          <td></td>
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<a class="el" href="types_nl_h.html#a13">uint</a> <em>ownerValueId</em>&nbsp;)<code> [inline]</code>
          </b></td>
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<p>
Touch a value because it has been modified.
<p>
<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>valueId</em>
&nbsp;</td><td>
 is the animated value ID in the object we want to touch. </td></tr>
<tr><td valign=top><em>ownerValueId</em>
&nbsp;</td><td>
 is the bit of the <a class="el" href="class_NL3D__IAnimatable.html">IAnimatable</a> part which owns this animated value. </td></tr>
</table>
</dl>
<p>
Definition at line <a class="el" href="animatable_h-source.html#l00165">165</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>.    </td>
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<hr><h2>Friends And Related Function Documentation</h2>
<a name="l0" doxytag="NL3D::IAnimatable::IAnimatedValue"></a><p>
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class IAnimatedValue<code> [friend]</code>
          </b></td>
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<p>

<p>
Definition at line <a class="el" href="animatable_h-source.html#l00075">75</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>.    </td>
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<hr><h2>Member Data Documentation</h2>
<a name="o1" doxytag="NL3D::IAnimatable::_Father"></a><p>
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IAnimatable * NL3D::IAnimatable::_Father<code> [private]</code>
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      &nbsp;
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<p>

<p>
Definition at line <a class="el" href="animatable_h-source.html#l00205">205</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>.    </td>
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<a name="o2" doxytag="NL3D::IAnimatable::_FatherOwnerBit"></a><p>
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          <td nowrap valign="top"><b> 
<a class="el" href="types_nl_h.html#a13">uint</a> NL3D::IAnimatable::_FatherOwnerBit<code> [private]</code>
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<p>

<p>
Definition at line <a class="el" href="animatable_h-source.html#l00207">207</a> of file <a class="el" href="animatable_h-source.html">animatable.h</a>.    </td>
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<a name="o0" doxytag="NL3D::IAnimatable::bitSet"></a><p>
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<a class="el" href="class_NLMISC__CBitSet.html">NLMISC::CBitSet</a> NL3D::IAnimatable::bitSet<code> [private]</code>
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<p>

<p>
Definition at line <a class="el" href="animatable_h-source.html#l00203">203</a> of file <a class="el" href="animatable_h-source.html">animatable.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="animatable_h-source.html">animatable.h</a><li><a class="el" href="animatable_cpp-source.html">animatable.cpp</a></ul>


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