In file include/csengine/skeleton.h:

class csSkeletonState : public csSkeletonLimbState

Skeleton state

Inheritance:


Public Methods

virtual void ComputeBoundingBox(const csTransform& tr, csVector3& bbox_min, csVector3& bbox_max)
Calculate the real bounding box for the given state.
virtual ~csSkeletonState()
Destructor.

Protected Methods

csSkeletonState()
Create an empty skeleton

Inherited from csSkeletonLimbState:

Public Methods

csSkeletonLimbState* GetChildren()
csSkeletonLimbState* GetNext()
virtual void Transform(const csTransform& tr, csFrame* source, csVector3* dest)

Private Fields

csSkeletonLimbState* children
csSkeletonLimbState* next
int num_vertices
csSkeletonLimb* tmpl
int* vertices

Private Methods

void AddChild(csSkeletonLimbState* child)
void SetNext(csSkeletonLimbState* n)

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)

Inherited from csBase:


Documentation

Skeleton state. This class is the runtime version of a skeleton. The csSkeleton classes are used in a template. They contain a static description of the skeleton code. There is at most one csSkeleton for every csSpriteTemplate. This structure is the run-time version. There is one csSkeletonState for every csSprite3D which uses a skeleton.
csSkeletonState()
Create an empty skeleton. The constructor is protected because it is csSkeleton which creates instances of this class.

virtual ~csSkeletonState()
Destructor.

virtual void ComputeBoundingBox(const csTransform& tr, csVector3& bbox_min, csVector3& bbox_max)
Calculate the real bounding box for the given state.


This class has no child classes.

alphabetic index hierarchy of classes


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