In file include/csengine/cssprite.h:

## class csFrame : public csBase

> A frame for 3D sprite animation

## Inheritance:

### Public Methods

  void | AddVertex (int num_vertices)
  void | ComputeBoundingBox (int num_vertices) Compute the object space bounding box for this frame
  void | ComputeNormals (csTriangleMesh* mesh, csVector3* object_verts, int num_vertices) Compute all normals in this frame given the mesh which connects the vertices in the frame
  | csFrame (int max_vertices)
  void | GetBoundingBox (csVector3& bbox_min, csVector3& bbox_max) Get the bounding box in object space
  int | GetMaxVertices ()
  char* | GetName ()
  csVector3& | GetNormal (int i)
  csVector2& | GetTexel (int i)
  csVector3& | GetVertex (int i)
  csVector3* | GetVertices ()
  bool | HasNormals () Return true if this frame has calculated normals.
  void | RemapVertices (int* mapping, int num_vertices) Reorder vertices in this frame according to a mapping
  void | SetName (char * n)
  void | SetTexel (int i, float u, float v)
  void | SetVertex (int i, float x, float y, float z)
  void | SetVertex (int i, const csVector3& v)
  virtual | ~csFrame ()

### Private Fields

  csVector3 | box_min Bounding box in object space for this frame.

## Documentation

> A frame for 3D sprite animation

`csVector3 box_min`
  Bounding box in object space for this frame.

`csFrame(int max_vertices)`

`virtual ~csFrame()`

`void SetVertex(int i, float x, float y, float z)`

`void SetVertex(int i, const csVector3& v)`

`void SetTexel(int i, float u, float v)`

`void SetName(char * n)`

`char* GetName()`

`csVector3& GetVertex(int i)`

`csVector3* GetVertices()`

`csVector2& GetTexel(int i)`

`csVector3& GetNormal(int i)`

`bool HasNormals()`
  Return true if this frame has calculated normals.

`void AddVertex(int num_vertices)`

`int GetMaxVertices()`

`void RemapVertices(int* mapping, int num_vertices)`
  Reorder vertices in this frame according to a mapping. This is used after LOD precalculation to remap the vertices in a more efficient ordering. The index to 'mapping' is the old vertex number. The result is the new number.

`void ComputeNormals(csTriangleMesh* mesh, csVector3* object_verts, int num_vertices)`
  Compute all normals in this frame given the mesh which connects the vertices in the frame. The vertex array is also given. Note that the vertex array from the frame is not used because it is possible that the vertices are computed using a skeleton.

`void ComputeBoundingBox(int num_vertices)`
  Compute the object space bounding box for this frame. This has to be called after setting up the frame and before using it.

`void GetBoundingBox(csVector3& bbox_min, csVector3& bbox_max)`
  Get the bounding box in object space

This class has no child classes.

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