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50    <title>nw::gfx::Skeleton</title>
51  </head>
52  <body>
53    <h1><CODE>nw::gfx::Skeleton</CODE> Class</h1>
54    <h2>Syntax</h2>
55    <div class="section">
56      <pre class="definition">class Skeleton : public <a href="../../../nw/gfx/SceneObject/Overview.html">nw::gfx::SceneObject</a></pre>
57    </div>
58    <h2>Description</h2>
59    <div class="section">
60      <p>Interface that represents the internal hierarchical structure of a <span><CODE>SkeletalModel</CODE></span> object.</p><p>The <CODE>ISkeleton</CODE> class has been eliminated and replaced by <a href="../../../nw/gfx/Skeleton/Overview.html"><CODE>Skeleton</CODE></a>.</p></div>
61    <a name="class" id="class">
62      <h2>Classes</h2>
63      <div class="section">
64        <table class="members">
65          <tr>
66            <th>
67              <a href="../../../nw/gfx/Skeleton/MatrixPose/Overview.html"><CODE>nw::gfx::Skeleton::MatrixPose</CODE></a>
68            </th>
69            <td>Class that indicates a skeleton matrix.</td>
70          </tr>
71          <tr>
72            <th>
73              <a href="../../../nw/gfx/Skeleton/OriginalPose/Overview.html"><CODE>nw::gfx::Skeleton::OriginalPose</CODE></a>
74            </th>
75            <td>Class that indicates a skeleton's initial pose.</td>
76          </tr>
77          <tr>
78            <th>
79              <a href="../../../nw/gfx/Skeleton/TransformPose/Overview.html"><CODE>nw::gfx::Skeleton::TransformPose</CODE></a>
80            </th>
81            <td>Class that indicates the pose bound to a movement.</td>
82          </tr> </table>
83      </div>
84    </a> <a name="typedef" id="typedef">
85      <h2><CODE>typedef</CODE> Definitions</h2>
86      <div class="section">
87        <table class="members">
88          <tr>
89            <td width="100" />
90            <th>
91              <a href="../../../nw/gfx/Skeleton/CalculateMatrixSignal.html"><CODE>CalculateMatrixSignal</CODE></a>
92            </th>
93            <td>Definition of a callback signal that is called during matrix calculation.</td>
94          </tr>
95          <tr>
96            <td width="100" />
97            <th>
98              <a href="../../../nw/gfx/Skeleton/CalculateMatrixSlot.html"><CODE>CalculateMatrixSlot</CODE></a>
99            </th>
100            <td>Definition of a callback slot that is called during matrix calculation.</td>
101          </tr> </table>
102      </div>
103    </a> <a name="constant" id="constant">
104      <h2>Member Constants</h2>
105      <div class="section">
106        <table class="members">
107          <tr>
108            <td width="100">
109              <span class="static_style" title="static">S</span>
110            </td>
111            <th>
112              <span class="argument"><a href="../../../nw/gfx/SceneObject/DEFAULT_MAX_CHILDREN.html"><CODE>DEFAULT_MAX_CHILDREN</CODE></a></span>
113            </th>
114            <td>Maximum number of children when a fixed amount of memory is used.(Derived from <a href="../../../nw/gfx/SceneObject/Overview.html"><CODE>SceneObject</CODE></a>.</td>
115          </tr>
116          <tr>
117            <td width="100">
118              <span class="static_style" title="static">S</span>
119            </td>
120            <th>
121              <span class="argument"><a href="../../../nw/gfx/SceneObject/DEFAULT_MAX_CALLBACKS.html"><CODE>DEFAULT_MAX_CALLBACKS</CODE></a></span>
122            </th>
123            <td>Maximum number of callbacks when a fixed amount of memory is used.(Derived from <a href="../../../nw/gfx/SceneObject/Overview.html"><CODE>SceneObject</CODE></a>.</td>
124          </tr>
125          <tr>
126            <td width="100">
127              <span class="static_style" title="static">S</span>
128            </td>
129            <th>
130              <span class="argument"><a href="../../../nw/gfx/SceneObject/MAX_NAME_LENGTH.html"><CODE>MAX_NAME_LENGTH</CODE></a></span>
131            </th>
132            <td>Limit on names of scene objects.(Derived from <a href="../../../nw/gfx/SceneObject/Overview.html"><CODE>SceneObject</CODE></a>.</td>
133          </tr> </table>
134      </div>
135    </a> <a name="variable" id="variable">
136      <h2>Member Variables</h2>
137      <div class="section">
138        <table class="members">
139          <tr>
140            <td width="100"> </td>
141            <th>
142              <span class="argument"><CODE>NW_UT_RUNTIME_TYPEINFO</CODE></span>
143            </th>
144            <td>
145        </td>
146          </tr> </table>
147      </div>
148    </a> <a name="function" id="function">
149      <h2>Member Functions</h2>
150      <div class="section">
151        <table class="members">
152          <tr>
153            <th class="category" colspan="3">Resources</th>
154          </tr>
155          <tr>
156            <td width="100">  </td>
157            <th>
158              <a href="../../../nw/gfx/Skeleton/GetResSkeleton.html"><CODE>GetResSkeleton</CODE></a>
159            </th>
160            <td>Gets the skeleton resource.</td>
161          </tr>
162          <tr>
163            <td width="100">  </td>
164            <th>
165              <a href="../../../nw/gfx/SceneObject/GetResSceneObject.html"><CODE>GetResSceneObject</CODE></a>
166            </th>
167            <td>Gets the scene object resource.(Derived from <a href="../../../nw/gfx/SceneObject/Overview.html"><CODE>SceneObject</CODE></a>.</td>
168          </tr>
169          <tr>
170            <td width="100">  </td>
171            <th>
172              <a href="../../../nw/gfx/SceneObject/GetName.html">GetName</a>
173            </th>
174            <td>Gets the name from the resource.(Derived from <a href="../../../nw/gfx/SceneObject/Overview.html"><CODE>SceneObject</CODE></a>.</td>
175          </tr>
176          <tr>
177            <th class="category" colspan="3">Update</th>
178          </tr>
179          <tr>
180            <td width="100">  </td>
181            <th>
182              <a href="../../../nw/gfx/Skeleton/IsUpdated.html">IsUpdated</a>
183            </th>
184            <td>Gets whether the skeleton has already been updated.</td>
185          </tr>
186          <tr>
187            <td width="100">  </td>
188            <th>
189              <a href="../../../nw/gfx/Skeleton/SetUpdated.html">SetUpdated</a>
190            </th>
191            <td>Sets whether the skeleton has already been updated.</td>
192          </tr>
193          <tr>
194            <th class="category" colspan="3">Owner</th>
195          </tr>
196          <tr>
197            <td width="100">  </td>
198            <th>
199              <a href="../../../nw/gfx/Skeleton/GetOwnerSkeletalModel.html"><CODE>GetOwnerSkeletalModel</CODE></a>
200            </th>
201            <td>Gets the owner of a skeletal model.</td>
202          </tr>
203          <tr>
204            <td width="100">  </td>
205            <th>
206              <a href="../../../nw/gfx/Skeleton/SetOwnerSkeletalModel.html"><CODE>SetOwnerSkeletalModel</CODE></a>
207            </th>
208            <td>Sets the owner of a skeletal model.</td>
209          </tr>
210          <tr>
211            <th class="category" colspan="3">Pause</th>
212          </tr>
213          <tr>
214            <td width="100"> <span class="virtual_style" title="pure-virtual">PV</span>
215            </td>
216            <th>
217              <a href="../../../nw/gfx/Skeleton/LocalTransformPose.html"><CODE>LocalTransformPose</CODE></a>
218            </th>
219            <td>Gets the pose for a local transform.</td>
220          </tr>
221          <tr>
222            <td width="100"> <span class="virtual_style" title="pure-virtual">PV</span>
223            </td>
224            <th>
225              <a href="../../../nw/gfx/Skeleton/WorldTransformPose.html"><CODE>WorldTransformPose</CODE></a>
226            </th>
227            <td>Gets the pose for a world transform.</td>
228          </tr>
229          <tr>
230            <td width="100"> <span class="virtual_style" title="pure-virtual">PV</span>
231            </td>
232            <th>
233              <a href="../../../nw/gfx/Skeleton/WorldMatrixPose.html"><CODE>WorldMatrixPose</CODE></a>
234            </th>
235            <td>Gets the pose for a world matrix.</td>
236          </tr>
237          <tr>
238            <td width="100"> <span class="virtual_style" title="pure-virtual">PV</span>
239            </td>
240            <th>
241              <a href="../../../nw/gfx/Skeleton/SkiningMatrixPose.html"><CODE>SkiningMatrixPose</CODE></a>
242            </th>
243            <td>Gets the pose for a skinning matrix.</td>
244          </tr>
245          <tr>
246            <td width="100"> <span class="virtual_style" title="pure-virtual">PV</span>
247            </td>
248            <th>
249              <a href="../../../nw/gfx/Skeleton/LocalOriginalPose.html"><CODE>LocalOriginalPose</CODE></a>
250            </th>
251            <td>Gets the original pose.</td>
252          </tr>
253          <tr>
254            <th class="category" colspan="3">Callbacks</th>
255          </tr>
256          <tr>
257            <td width="100">  </td>
258            <th>
259              <a href="../../../nw/gfx/Skeleton/PreCalculateMatrixSignal.html"><CODE>PreCalculateMatrixSignal</CODE></a>
260            </th>
261            <td>Gets the signal before the bone matrix is calculated.</td>
262          </tr>
263          <tr>
264            <td width="100">  </td>
265            <th>
266              <a href="../../../nw/gfx/Skeleton/PostCalculateMatrixSignal.html"><CODE>PostCalculateMatrixSignal</CODE></a>
267            </th>
268            <td>Gets the signal after the bone matrix is calculated.</td>
269          </tr>
270          <tr>
271            <th class="category" colspan="3">Create/Destroy</th>
272          </tr>
273          <tr>
274            <td width="100">  </td>
275            <th>
276              <a href="../../../nw/gfx/GfxObject/Destroy.html"><CODE>Destroy</CODE></a>
277            </th>
278            <td>Destroys an object.(Derived from <a href="../../../nw/gfx/GfxObject/Overview.html"><CODE>GfxObject</CODE></a>.</td>
279          </tr>
280          <tr>
281            <th class="category" colspan="3">Constructors and Destructors</th>
282          </tr>
283          <tr>
284            <td width="100">
285              <span class="protected_style" title="protected">protected</span>  </td>
286            <th>
287              <a href="../../../nw/gfx/Skeleton/Skeleton.html"><CODE>Skeleton</CODE></a>
288            </th>
289            <td>Constructor.</td>
290          </tr>
291          <tr>
292            <td width="100">
293              <span class="protected_style" title="protected">protected</span> <span class="virtual_style" title="virtual">V</span>
294            </td>
295            <th>
296              <a href="../../../nw/gfx/Skeleton/~Skeleton.html"><CODE>~Skeleton</CODE></a>
297            </th>
298            <td>Destructor.</td>
299          </tr> </table>
300      </div>
301    </a>
302    <h2>Class Hierarchy</h2>
303    <div class="section">
304      <p class="hierarchy"><a href="../../../nw/gfx/GfxObject/Overview.html">nw::gfx::GfxObject</a><br />  <a href="../../../nw/gfx/SceneObject/Overview.html">nw::gfx::SceneObject</a><br />    <b>nw::gfx::Skeleton</b>
305      </p>
306    </div>
307  <hr><p>CONFIDENTIAL</p></body>
308</html>