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<hr><h1>skeleton_model.h</h1><a href="skeleton__model_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025
00026 <font class="preprocessor">#ifndef NL_SKELETON_MODEL_H</font>
00027 <font class="preprocessor"></font><font class="preprocessor">#define NL_SKELETON_MODEL_H</font>
00028 <font class="preprocessor"></font>
00029 <font class="preprocessor">#include "<a class="code" href="types__nl_8h.html">nel/misc/types_nl.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="object__vector_8h.html">nel/misc/object_vector.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="transform__shape_8h.html">3d/transform_shape.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="bone_8h.html">3d/bone.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="mrm__level__detail_8h.html">3d/mrm_level_detail.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="lod__character__instance_8h.html">3d/lod_character_instance.h</a>"</font>
00035
00036 <font class="keyword">namespace </font>NLMISC
00037 {
00038 <font class="keyword">class </font>CAABBox;
00039 }
00040
00041 <font class="keyword">namespace </font>NL3D
00042 {
00043
00044 <font class="keyword">class </font>CSkeletonShape;
00045 <font class="keyword">class </font>CTransformClipObs;
00046 <font class="keyword">class </font>CLodCharacterManager;
00047
00048
00049 <font class="comment">// ***************************************************************************</font>
00050 <font class="comment">// ClassIds.</font>
00051 <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> <a class="code" href="namespaceNL3D.html#a236">SkeletonModelId</a>=<a class="code" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x7d4703b4, 0x43ad6ab1);
00052
00053
00054 <font class="comment">// ***************************************************************************</font>
<a name="l00064"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html">00064</a> <font class="comment"></font><font class="keyword">class </font>CSkeletonModel : <font class="keyword">public</font> CTransformShape
00065 {
00066 <font class="keyword">public</font>:
00068 <font class="keyword">static</font> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#d0">registerBasic</a>();
00069
00070 <font class="keyword">public</font>:
00071
<a name="l00075"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">00075</a> std::vector<CBone> <a class="code" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a>;
00076
00077 <font class="keyword">public</font>:
00079 <font class="comment">// @{</font>
<a name="l00080"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z800_0">00080</a> <font class="keyword">enum</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z800_0">TAnimValues</a>
00081 {
00082 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z800_0s0">OwnerBit</a>= CTransformShape::AnimValueLast,
00083
00084 <a class="code" href="classNL3D_1_1CSkeletonModel.html#z800_0s1">AnimValueLast</a>,
00085 };
00086
00087 <font class="comment">// Register bones into chanMixer.</font>
00088 <font class="keyword">virtual</font> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z800_1">registerToChannelMixer</a>(CChannelMixer *chanMixer, <font class="keyword">const</font> std::string &prefix);
00089 <font class="comment">// @}</font>
00090
00091
00093 <font class="comment">// @{</font>
00102 <font class="comment"></font> <font class="keywordtype">bool</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_0">bindSkin</a>(<a class="code" href="classNL3D_1_1CTransform.html#b0">CTransform</a> *mi);
00109 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_1">stickObject</a>(<a class="code" href="classNL3D_1_1CTransform.html#b0">CTransform</a> *mi, uint boneId);
00110
00115 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_2">stickObjectEx</a>(<a class="code" href="classNL3D_1_1CTransform.html#b0">CTransform</a> *mi, uint boneId, <font class="keywordtype">bool</font> forceCLod);
00116
00121 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_3">detachSkeletonSon</a>(<a class="code" href="classNL3D_1_1CTransform.html#b0">CTransform</a> *mi);
00122
<a name="l00128"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_4">00128</a> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z801_4">dirtSkinRenderLists</a>() {<a class="code" href="classNL3D_1_1CSkeletonModel.html#o3">_SkinToRenderDirty</a>= <font class="keyword">true</font>;}
00129 <font class="comment">// @}</font>
00130
00131
00133 <font class="comment">// @{</font>
00134
<a name="l00135"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_0">00135</a> <font class="keyword">typedef</font> <font class="keyword">enum</font> {<a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_0s2">UsageNormal</a>, <a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_0s3">UsageForced</a>, <a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_0s4">UsageCLodForced</a>} <a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_0">TBoneUsageType</a>;
00136
00141 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_1">incBoneUsage</a>(uint i, <a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_0">TBoneUsageType</a> boneUsageType);
00143 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_2">decBoneUsage</a>(uint i, <a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_0">TBoneUsageType</a> boneUsageType);
00144
00148 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z802_3">flagBoneAndParents</a>(uint32 boneId, std::vector<bool> &boneUsage) <font class="keyword">const</font>;
00149
00150 <font class="comment">// @}</font>
00151
00152
00154 <font class="comment">// @{</font>
00156 <font class="comment"> sint32 getBoneIdByName(const std::string &name) const;</font>
00157
00159 <font class="keywordtype">bool</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_1">isBoneComputed</a>(uint boneId) <font class="keyword">const</font>;
00160
<a name="l00162"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_2">00162</a> uint <a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_2">getNumBoneComputed</a>()<font class="keyword"> const </font>{<font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_5">_BoneToCompute</a>.size();}
00163
00167 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_3">setInterpolationDistance</a>(<font class="keywordtype">float</font> dist);
00168
00170 <font class="keywordtype">float</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_4">getInterpolationDistance</a>() <font class="keyword">const</font>;
00171
00175 <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &<a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_5">getActiveBoneSkinMatrix</a>(uint boneId) <font class="keyword">const</font>;
00176
00177
00182 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_6">computeAllBones</a>(<font class="keyword">const</font> CMatrix &modelWorldMatrix);
00183
00190 <font class="keywordtype">bool</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_7">computeRenderedBBox</a>(<a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &bbox);
00191
00199 <font class="keywordtype">bool</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z803_8">computeCurrentBBox</a>(<a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &bbox, <font class="keywordtype">bool</font> forceCompute = <font class="keyword">false</font>);
00200
00201 <font class="comment">// @}</font>
00202
00203
00205 <font class="comment">// @{</font>
00206
00208 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_0">setLodCharacterShape</a>(sint shapeId);
<a name="l00210"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_1">00210</a> sint <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_1">getLodCharacterShape</a>()<font class="keyword"> const </font>{<font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.ShapeId;}
00211
00213 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_2">setLodCharacterAnimId</a>(uint animId);
<a name="l00214"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_3">00214</a> uint <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_3">getLodCharacterAnimId</a>()<font class="keyword"> const </font>{<font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.AnimId;}
00215 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_4">setLodCharacterAnimTime</a>(<a class="code" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a> time);
<a name="l00216"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_5">00216</a> <a class="code" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_5">getLodCharacterAnimTime</a>()<font class="keyword"> const </font>{<font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.AnimTime;}
00217
00219 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_6">setLodCharacterWrapMode</a>(<font class="keywordtype">bool</font> wrapMode);
<a name="l00220"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_7">00220</a> <font class="keywordtype">bool</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_7">getLodCharacterWrapMode</a>()<font class="keyword"> const </font>{<font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>.WrapMode;}
00221
00222
<a name="l00226"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_8">00226</a> <font class="keywordtype">bool</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_8">isDisplayedAsLodCharacter</a>()<font class="keyword"> const </font>{<font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_2">_DisplayedAsLodCharacter</a>;}
00227
00231 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_9">setLodCharacterDistance</a>(<font class="keywordtype">float</font> dist);
00232
<a name="l00234"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_10">00234</a> <font class="keywordtype">float</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_10">getLodCharacterDistance</a>()<font class="keyword"> const </font>{<font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_3">_LodCharacterDistance</a>;}
00235
00241 <font class="keywordtype">float</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_11">computeDisplayLodCharacterPriority</a>() <font class="keyword">const</font>;
00242
00245 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_12">setDisplayLodCharacterFlag</a>(<font class="keywordtype">bool</font> displayCLod);
00246
<a name="l00249"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_13">00249</a> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_13">dirtLodVertexColor</a>() {<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_6">_CLodVertexColorDirty</a>= <font class="keyword">true</font>;}
00250
00256 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z804_14">computeLodTexture</a>();
00257
00258 <font class="comment">// @}</font>
00259
00261 <font class="comment">// @{</font>
00262
00264 <font class="keyword">virtual</font> <font class="keywordtype">float</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z805_0">getNumTriangles</a> (<font class="keywordtype">float</font> distance);
00265
00274 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z805_1">changeMRMDistanceSetup</a>(<font class="keywordtype">float</font> distanceFinest, <font class="keywordtype">float</font> distanceMiddle, <font class="keywordtype">float</font> distanceCoarsest);
00275
00277 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z805_2">resetDefaultMRMDistanceSetup</a>();
00278
00279 <font class="comment">// @}</font>
00280
00281 <font class="comment">// ***********************</font>
00282 <font class="keyword">protected</font>:
00284 <a class="code" href="classNL3D_1_1CSkeletonModel.html#b0">CSkeletonModel</a>();
00286 <font class="keyword">virtual</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#b1">~CSkeletonModel</a>();
00287
00289 <font class="keyword">virtual</font> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#b2">initModel</a>();
00290
00291
00292 <font class="keyword">private</font>:
<a name="l00293"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#f0">00293</a> <font class="keyword">static</font> <a class="code" href="classNL3D_1_1IModel.html#b0">IModel</a> *<a class="code" href="classNL3D_1_1CSkeletonModel.html#f0">creator</a>() {<font class="keywordflow">return</font> <font class="keyword">new</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#b0">CSkeletonModel</a>;}
<a name="l00294"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#l0">00294</a> <font class="keyword">friend</font> <font class="keyword">class </font><a class="code" href="classNL3D_1_1CSkeletonModel.html#l0">CSkeletonShape</a>;
<a name="l00295"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#l1">00295</a> <font class="keyword">friend</font> <font class="keyword">class </font><a class="code" href="classNL3D_1_1CSkeletonModel.html#l1">CSkeletonModelAnimDetailObs</a>;
<a name="l00296"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#l2">00296</a> <font class="keyword">friend</font> <font class="keyword">class </font><a class="code" href="classNL3D_1_1CSkeletonModel.html#l2">CSkeletonModelRenderObs</a>;
<a name="l00297"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#l3">00297</a> <font class="keyword">friend</font> <font class="keyword">class </font><a class="code" href="classNL3D_1_1CSkeletonModel.html#l3">CTransformClipObs</a>;
00298
00299
00300 <font class="keyword">public</font>:
<a name="l00302"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#a0">00302</a> <font class="keywordtype">bool</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#a0">isClipVisible</a>()<font class="keyword"> const</font>
00303 <font class="keyword"> </font>{
00304 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CTransform.html#n1">_ClipObs</a>->Visible;
00305 }
00306
00307 <font class="comment">// update if needed the renderList</font>
00308 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#a1">updateSkinRenderLists</a>();
00309
00310 <font class="keyword">private</font>:
00311
00312 <font class="comment">// The iterator of the skeleton inserted in the scene</font>
<a name="l00313"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#o0">00313</a> <a class="code" href="classstd_1_1list.html">std::list<CSkeletonModel*></a>::iterator <a class="code" href="classNL3D_1_1CSkeletonModel.html#o0">_ItSkeletonInScene</a>;
00314
<a name="l00316"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#u0">00316</a> <font class="keyword">typedef</font> std::set<CTransform*> <a class="code" href="classNL3D_1_1CSkeletonModel.html#u0">TTransformSet</a>;
<a name="l00317"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#u1">00317</a> <font class="keyword">typedef</font> TTransformSet::iterator <a class="code" href="classNL3D_1_1CSkeletonModel.html#u1">ItTransformSet</a>;
<a name="l00319"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#o1">00319</a> <a class="code" href="classNL3D_1_1CSkeletonModel.html#u0">TTransformSet</a> <a class="code" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a>;
<a name="l00321"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#o2">00321</a> <a class="code" href="classNL3D_1_1CSkeletonModel.html#u0">TTransformSet</a> <a class="code" href="classNL3D_1_1CSkeletonModel.html#o2">_StickedObjects</a>;
00322
00323 <font class="comment">// see dirtSkinRenderLists</font>
<a name="l00324"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#o3">00324</a> <font class="keywordtype">bool</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#o3">_SkinToRenderDirty</a>;
00325 <font class="comment">// see _LevelDetail</font>
<a name="l00326"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#o4">00326</a> <font class="keywordtype">bool</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#o4">_DefaultMRMSetup</a>;
00327 <font class="comment">// Raw lists of Skins. Both for transparent and opaque pass</font>
<a name="l00328"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#u2">00328</a> <font class="keyword">typedef</font> <a class="code" href="classNLMISC_1_1CObjectVector.html">NLMISC::CObjectVector<CTransform*, false></a> <a class="code" href="classNLMISC_1_1CObjectVector.html">TTransformArray</a>;
<a name="l00329"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#o5">00329</a> TTransformArray <a class="code" href="classNL3D_1_1CSkeletonModel.html#o5">_OpaqueSkins</a>;
<a name="l00330"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#o6">00330</a> TTransformArray <a class="code" href="classNL3D_1_1CSkeletonModel.html#o6">_TransparentSkins</a>;
00331 <font class="comment">// Skins which need to be animated (very rare)</font>
<a name="l00332"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#o7">00332</a> TTransformArray <a class="code" href="classNL3D_1_1CSkeletonModel.html#o7">_AnimDetailSkins</a>;
00333
00334 <font class="comment">// The level detail used to drive MRM skins</font>
<a name="l00335"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">00335</a> CMRMLevelDetail <a class="code" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a>;
00336 <font class="comment">// build a bug-free level detail</font>
00337 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#c0">buildDefaultLevelDetail</a>();
00338
00340 <font class="comment">// @{</font>
00341
<a name="l00342"></a><a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneUsage.html">00342</a> <font class="keyword">struct </font>CBoneUsage
00343 {
<a name="l00345"></a><a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneUsage.html#m0">00345</a> uint8 <a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneUsage.html#m0">Usage</a>;
<a name="l00347"></a><a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneUsage.html#m1">00347</a> uint8 <a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneUsage.html#m1">ForcedUsage</a>;
<a name="l00352"></a><a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneUsage.html#m2">00352</a> uint8 <a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneUsage.html#m2">CLodForcedUsage</a>;
<a name="l00356"></a><a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneUsage.html#m3">00356</a> uint8 <a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneUsage.html#m3">MustCompute</a>;
<a name="l00358"></a><a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneUsage.html#m4">00358</a> uint <a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneUsage.html#m4">ValidBoneSkinMatrix</a>;
00359 };
00360
00361 <font class="comment">// A bone to compute information</font>
<a name="l00362"></a><a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneCompute.html">00362</a> <font class="keyword">struct </font>CBoneCompute
00363 {
00364 <font class="comment">// The bone</font>
<a name="l00365"></a><a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneCompute.html#m0">00365</a> CBone *<a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneCompute.html#m0">Bone</a>;
00366 <font class="comment">// Father of the bone. May be NULL</font>
<a name="l00367"></a><a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneCompute.html#m1">00367</a> CBone *<a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneCompute.html#m1">Father</a>;
00368 <font class="comment">// true if must interpolate this bone with next lod</font>
<a name="l00369"></a><a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneCompute.html#m2">00369</a> <font class="keywordtype">bool</font> <a class="code" href="structNL3D_1_1CSkeletonModel_1_1CBoneCompute.html#m2">MustInterpolate</a>;
00370 };
00371
<a name="l00373"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">00373</a> std::vector<CBoneUsage> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a>;
<a name="l00375"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_5">00375</a> std::vector<CBoneCompute> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_5">_BoneToCompute</a>;
<a name="l00377"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_6">00377</a> <font class="keywordtype">bool</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_6">_BoneToComputeDirty</a>;
<a name="l00379"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_7">00379</a> uint <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_7">_CurLod</a>;
<a name="l00381"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_8">00381</a> <font class="keywordtype">float</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_8">_CurLodInterp</a>;
<a name="l00383"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_9">00383</a> <font class="keywordtype">float</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_9">_LodInterpMultiplier</a>;
00384
00385
00387 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_0">initBoneUsages</a>();
00388
00390 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_1">incForcedBoneUsageAndParents</a>(uint i, <font class="keywordtype">bool</font> forceCLod);
00392 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_2">decForcedBoneUsageAndParents</a>(uint i, <font class="keywordtype">bool</font> forceCLod);
00393
00395 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z806_3">updateBoneToCompute</a>();
00396
00397 <font class="comment">// @}</font>
00398
00399
00401 <font class="comment">// @{</font>
00402
00403 <font class="comment">// return the contribution of lights (for Character Lod render).</font>
<a name="l00404"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_0">00404</a> <font class="keyword">const</font> CLightContribution &<a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_0">getSkeletonLightContribution</a>() {<font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CTransform.html#z852_2">_LightContribution</a>;}
00405
<a name="l00409"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_2">00409</a> <font class="keywordtype">bool</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_2">_DisplayedAsLodCharacter</a>;
00410
<a name="l00412"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_3">00412</a> <font class="keywordtype">float</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_3">_LodCharacterDistance</a>;
<a name="l00413"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_4">00413</a> <font class="keywordtype">float</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_4">_OOLodCharacterDistance</a>;
00414
<a name="l00416"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">00416</a> CLodCharacterInstance <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a>;
00417
<a name="l00421"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_6">00421</a> <font class="keywordtype">bool</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_6">_CLodVertexColorDirty</a>;
00422
00424 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModel.html#z807_1">computeCLodVertexColors</a>(CLodCharacterManager *mngr);
00425
00426 <font class="comment">// @}</font>
00427
00428
00429 <font class="comment">// The traversal of the Scene which owns this Skeleton.</font>
<a name="l00430"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#o9">00430</a> CHrcTrav *<a class="code" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a>;
<a name="l00431"></a><a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">00431</a> CClipTrav *<a class="code" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a>;
00432 };
00433
00434
00435 <font class="comment">// ***************************************************************************</font>
<a name="l00446"></a><a class="code" href="classNL3D_1_1CSkeletonModelAnimDetailObs.html">00446</a> <font class="comment"></font><font class="keyword">class </font>CSkeletonModelAnimDetailObs : <font class="keyword">public</font> CTransformAnimDetailObs
00447 {
00448 <font class="keyword">public</font>:
00449
00454 <font class="keyword">virtual</font> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModelAnimDetailObs.html#a0">traverse</a>(<a class="code" href="classNL3D_1_1IObs.html#a0">IObs</a> *caller);
00455
00456
00457 <font class="keyword">public</font>:
<a name="l00458"></a><a class="code" href="classNL3D_1_1CSkeletonModelAnimDetailObs.html#d0">00458</a> <font class="keyword">static</font> <a class="code" href="classNL3D_1_1IObs.html#a0">IObs</a> *<a class="code" href="classNL3D_1_1CSkeletonModelAnimDetailObs.html#d0">creator</a>() {<font class="keywordflow">return</font> <font class="keyword">new</font> CSkeletonModelAnimDetailObs;}
00459 };
00460
00461
00462 <font class="comment">// ***************************************************************************</font>
<a name="l00472"></a><a class="code" href="classNL3D_1_1CSkeletonModelRenderObs.html">00472</a> <font class="comment"></font><font class="keyword">class </font>CSkeletonModelRenderObs : <font class="keyword">public</font> CTransformShapeRenderObs
00473 {
00474 <font class="keyword">public</font>:
00475
00479 <font class="keyword">virtual</font> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModelRenderObs.html#a0">traverse</a>(<a class="code" href="classNL3D_1_1IObs.html#a0">IObs</a> *caller);
00480
00485 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModelRenderObs.html#a1">renderCLod</a>();
00486
00492 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModelRenderObs.html#a2">renderSkins</a>();
00493
00496 <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CSkeletonModelRenderObs.html#a3">renderSkinList</a>(<a class="code" href="classNLMISC_1_1CObjectVector.html">NLMISC::CObjectVector<CTransform*, false></a> &skinList, <font class="keywordtype">float</font> alphaMRM);
00497
00498 <font class="keyword">public</font>:
<a name="l00499"></a><a class="code" href="classNL3D_1_1CSkeletonModelRenderObs.html#d0">00499</a> <font class="keyword">static</font> <a class="code" href="classNL3D_1_1IObs.html#a0">IObs</a> *<a class="code" href="classNL3D_1_1CSkeletonModelRenderObs.html#d0">creator</a>() {<font class="keywordflow">return</font> <font class="keyword">new</font> CSkeletonModelRenderObs;}
00500 };
00501
00502
00503 } <font class="comment">// NL3D</font>
00504
00505
00506 <font class="preprocessor">#endif // NL_SKELETON_MODEL_H</font>
00507 <font class="preprocessor"></font>
00508 <font class="comment">/* End of skeleton_model.h */</font>
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