In file include/csengine/skeleton.h:

## class csSkeletonConnection : public csSkeletonLimb

> A connection

## Inheritance:

### Public Methods

  virtual csSkeletonLimbState* | CreateState () Create a csSkeletonState from this csSkeleton.
  | csSkeletonConnection (csTransform& tr) Create an empty limb with the given transformation.
  | csSkeletonConnection () Create an empty limb with an identity transformation.
  csTransform& | GetTransformation () Get the transformation.
  void | SetTransformation (csTransform& tr) Set the transformation.
  virtual | ~csSkeletonConnection () Destructor.

### Private Fields

  csTransform | trans A transformation with respect to the parent limb.

### Inherited from csSkeletonLimb:

### Public Methods

void AddChild(csSkeletonLimb* child)
void AddVertex(int v)
void ComputeBoundingBox(csFrame* source)
void GetBoundingBox(csVector3& b_min, csVector3& b_max)
csSkeletonLimb* GetNext()
int GetNumVertices()
int* GetVertices()
void RemapVertices(int* mapping)
void SetNext(csSkeletonLimb* n)

### Protected Methods

void UpdateState(csSkeletonLimbState* limb)

### Private Fields

csVector3 box_min
csSkeletonLimb* children
csSkeletonLimb* next
int num_vertices
int* vertices

## Documentation

> A connection. This is basicly a transformation with a limb that is controlled by the transformation.

`csTransform trans`
  A transformation with respect to the parent limb.

`csSkeletonConnection()`
  Create an empty limb with an identity transformation.

`csSkeletonConnection(csTransform& tr)`
  Create an empty limb with the given transformation.

`virtual ~csSkeletonConnection()`
  Destructor.

`void SetTransformation(csTransform& tr)`
  Set the transformation.

`csTransform& GetTransformation()`
  Get the transformation.

`virtual csSkeletonLimbState* CreateState()`
  Create a csSkeletonState from this csSkeleton.

This class has no child classes.

alphabetic index hierarchy of classes

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