In file include/csengine/skeleton.h:

## class csSkeletonLimbState : public csObject

> A limb in a skeletal system (state version, see csSkeletonState for more information)

## Inheritance:

### Public Methods

virtual void ComputeBoundingBox(const csTransform& tr, csVector3& bbox_min, csVector3& bbox_max)
  Calculate the real bounding box for the given state
csSkeletonLimbState* GetChildren()
  Get first child.
csSkeletonLimbState* GetNext()
  Get next sibling in list.
virtual void Transform(const csTransform& tr, csFrame* source, csVector3* dest)
  Transform the vertices in the given frame to the destination frame
virtual ~csSkeletonLimbState()
  Destructor.

### Protected Methods

csSkeletonLimbState()
  Create an empty limb (protected constructor).

### Private Fields

csSkeletonLimbState* children
  Children of this limb.
csSkeletonLimbState* next
  Next in the list.
int num_vertices
  The number of vertices to control.
csSkeletonLimb* tmpl
  Pointer to original skeleton node.
int* vertices
  The vertices from the parent sprite that it controls.

### Private Methods

void AddChild(csSkeletonLimbState* child)
  Add a child limb.
void SetNext(csSkeletonLimbState* n)
  Linked list.

### Inherited from csObject:

### Public Methods

CS_ID GetID()
csObject* GetObj(const csIdType& objtype)
virtual csObject* GetObjectParent()
void ObjAdd(csObject* obj)
csObjIterator ObjGet(const csIdType& objtype)
void ObjRelease(csObject* obj)
void ObjRemove(csObject* obj)

### Private Fields

CS_ID csid_value
csObjTree* objtree

### Private Methods

virtual void SetObjectParent(csObject* parent)

### Inherited from csBase:

## Documentation

> A limb in a skeletal system (state version, see csSkeletonState for more information)

`csSkeletonLimbState* next`
  Next in the list.

`csSkeletonLimb* tmpl`
  Pointer to original skeleton node.

`int* vertices`
  The vertices from the parent sprite that it controls.

`int num_vertices`
  The number of vertices to control.

`csSkeletonLimbState* children`
  Children of this limb.

`void AddChild(csSkeletonLimbState* child)`
  Add a child limb.

`void SetNext(csSkeletonLimbState* n)`
  Linked list.

`csSkeletonLimbState()`
  Create an empty limb (protected constructor).

`virtual ~csSkeletonLimbState()`
  Destructor.

`virtual void Transform(const csTransform& tr, csFrame* source, csVector3* dest)`
  Transform the vertices in the given frame to the destination frame. This is a recursive function which traverses all limbs and creates a combined transformation along the way.

`virtual void ComputeBoundingBox(const csTransform& tr, csVector3& bbox_min, csVector3& bbox_max)`
  Calculate the real bounding box for the given state

`csSkeletonLimbState* GetChildren()`
  Get first child.

`csSkeletonLimbState* GetNext()`
  Get next sibling in list.

Direct child classes:
  csSkeletonState
  csSkeletonConnectionState

alphabetic index hierarchy of classes

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