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)

## 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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