class csSkeletonLimb A limb in a skeletal system
| | AddChild (csSkeletonLimb* child) Add a child limb. |
| | AddVertex (int v) Add a vertex index. |
| | ComputeBoundingBox (csFrame* source) Compute the object space bounding box for this limb |
| | CreateState () Create a csSkeletonState from this csSkeleton. |
| | csSkeletonLimb () Create an empty limb. |
| | GetBoundingBox (csVector3& b_min, csVector3& b_max) Get the bounding box. |
| | GetNext () Linked list. |
| | GetNumVertices () Get the number of vertices. |
| | GetVertices () Get the vertex index array. |
| | RemapVertices (int* mapping) For LOD. Remap vertices. |
| | SetNext (csSkeletonLimb* n) Linked list. |
| | ~csSkeletonLimb () Destructor. |
| | UpdateState (csSkeletonLimbState* limb) Update state information. |
| | box_min Bounding box in object space for this limb. |
| | children Children of this limb. |
| | next Next in the list. |
| | num_vertices The number of vertices to control. |
| | vertices The vertices from the parent sprite that it controls. |
A limb in a skeletal system. The Crystal Space skeletal system works by controlling the vertices in a frame. So we combine frame based sprites and skeletal sprites.
int* vertices
int num_vertices
csSkeletonLimb* children
csVector3 box_min
void UpdateState(csSkeletonLimbState* limb)
csSkeletonLimb()
virtual ~csSkeletonLimb()
void AddVertex(int v)
int* GetVertices()
int GetNumVertices()
void GetBoundingBox(csVector3& b_min, csVector3& b_max)
void AddChild(csSkeletonLimb* child)
void SetNext(csSkeletonLimb* n)
csSkeletonLimb* GetNext()
virtual csSkeletonLimbState* CreateState()
void RemapVertices(int* mapping)
void ComputeBoundingBox(csFrame* source)
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