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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