Commit bfa71c36 authored by Jan Möbius's avatar Jan Möbius
Browse files

removed cppcheck warnings caused by template shadowing typedef name

git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@13303 383ad7c9-94d9-4d36-a494-682f7c89f535
parent 0f93e8cf
......@@ -67,9 +67,9 @@ namespace SceneGraph {
//== IMPLEMENTATION ==========================================================
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
boundingBox(Vec3d& _bbMin, Vec3d& _bbMax)
{
for (unsigned int i = 0; i < bsplineSurface_.n_control_points_m(); ++i)
......@@ -84,9 +84,9 @@ boundingBox(Vec3d& _bbMin, Vec3d& _bbMax)
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
DrawModes::DrawMode
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
availableDrawModes()
{
DrawModes::DrawMode drawModes(0);
......@@ -106,9 +106,9 @@ availableDrawModes()
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
draw(GLState& _state, const DrawModes::DrawMode& _drawMode)
{
GLenum prev_depth = _state.depthFunc();
......@@ -259,9 +259,9 @@ draw(GLState& _state, const DrawModes::DrawMode& _drawMode)
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
render(GLState& _state, bool _fill)
{
// draw the control net (includes selection on the net)
......@@ -287,9 +287,9 @@ render(GLState& _state, bool _fill)
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
drawSurface(GLState& _state, bool _fill)
{
int numKnots_m = bsplineSurface_.n_knots_m();
......@@ -374,9 +374,9 @@ drawSurface(GLState& _state, bool _fill)
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
drawTexturedSurface(GLState& _state, GLuint _texture_idx)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
......@@ -414,9 +414,9 @@ drawTexturedSurface(GLState& _state, GLuint _texture_idx)
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
drawControlNet(GLState& _state)
{
// remember old color
......@@ -542,9 +542,9 @@ drawControlNet(GLState& _state)
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
drawFancyControlNet(GLState& _state)
{
// remember old color
......@@ -632,9 +632,9 @@ drawFancyControlNet(GLState& _state)
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
pick(GLState& _state, PickTarget _target)
{
if(pick_texture_idx_ == 0)
......@@ -683,9 +683,9 @@ pick(GLState& _state, PickTarget _target)
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
pick_vertices( GLState& _state )
{
// radius in pixels
......@@ -715,9 +715,9 @@ pick_vertices( GLState& _state )
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
pick_spline( GLState& _state )
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
......@@ -762,9 +762,9 @@ pick_spline( GLState& _state )
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
pick_surface( GLState& _state, unsigned int _offset )
{
bool sampling_mode_backup = adaptive_sampling_;
......@@ -779,9 +779,9 @@ pick_surface( GLState& _state, unsigned int _offset )
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
draw_sphere( const Point& _p0, double _r, GLState& _state, unsigned int _slices, unsigned int _stacks)
{
// draw 3d sphere
......@@ -797,9 +797,9 @@ draw_sphere( const Point& _p0, double _r, GLState& _state, unsigned int _slices,
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
draw_cylinder( const Point& _p0, const Point& _axis, double _r, GLState& _state, unsigned int _slices, unsigned int _stacks)
{
_state.push_modelview_matrix();
......@@ -828,9 +828,9 @@ draw_cylinder( const Point& _p0, const Point& _axis, double _r, GLState& _state,
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
updateControlPointSelectionTexture(GLState& _state)
{
create_cp_selection_texture(_state);
......@@ -839,9 +839,9 @@ updateControlPointSelectionTexture(GLState& _state)
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
updateKnotVectorSelectionTexture(GLState& _state)
{
create_knot_selection_texture(_state);
......@@ -850,9 +850,9 @@ updateKnotVectorSelectionTexture(GLState& _state)
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
selection_init_texturing(GLuint & _texture_idx )
{
// generate texture index
......@@ -873,9 +873,9 @@ selection_init_texturing(GLuint & _texture_idx )
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
create_cp_selection_texture(GLState& /*_state*/)
{
if (bsplineSurface_.n_knots_m() == 0 || bsplineSurface_.n_knots_n() == 0)
......@@ -978,9 +978,9 @@ create_cp_selection_texture(GLState& /*_state*/)
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
create_knot_selection_texture(GLState& _state)
{
if (bsplineSurface_.n_knots_m() == 0 ||bsplineSurface_.n_knots_n() == 0)
......@@ -1116,9 +1116,9 @@ create_knot_selection_texture(GLState& _state)
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
pick_init_texturing( )
{
std::cout << "[BSplineSurface] pick_init_texturing()" << std::endl;
......@@ -1144,9 +1144,9 @@ pick_init_texturing( )
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
pick_create_texture( GLState& _state)
{
std::cout << "[BSplineSurface] pick_create_texture()" << std::endl;
......@@ -1211,9 +1211,9 @@ pick_create_texture( GLState& _state)
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
set_arb_texture( const QImage& _texture, bool _repeat, float _u_repeat, float _v_repeat )
{
if(arb_texture_idx_ == 0)
......@@ -1245,9 +1245,9 @@ set_arb_texture( const QImage& _texture, bool _repeat, float _u_repeat, float _v
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
void
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
draw_textured_nurbs( GLState& /*_state*/)
{
int numKnots_m = bsplineSurface_.n_knots_m();
......@@ -1347,9 +1347,9 @@ draw_textured_nurbs( GLState& /*_state*/)
//----------------------------------------------------------------------------
template <class BSplineSurface>
template <class BSplineSurfaceType>
ACG::Vec4f
BSplineSurfaceNodeT<BSplineSurface>::
BSplineSurfaceNodeT<BSplineSurfaceType>::
generateHighlightColor(ACG::Vec4f _color)
{
float c1 = _color[0]*1.5;
......
......@@ -76,16 +76,16 @@ namespace SceneGraph {
A more elaborate description follows.
*/
template <class BSplineSurface>
template <class BSplineSurfaceType>
class BSplineSurfaceNodeT : public BaseNode
{
public:
// typedefs for easy access
typedef typename BSplineSurface::Point Point;
typedef typename BSplineSurfaceType::Point Point;
/// Constructor
BSplineSurfaceNodeT(BSplineSurface& _bss,
BSplineSurfaceNodeT(BSplineSurfaceType& _bss,
BaseNode* _parent=0,
std::string _name="<BSplineSurfaceNode>" ) :
BaseNode(_parent, _name),
......@@ -128,7 +128,7 @@ class BSplineSurfaceNodeT : public BaseNode
};
BSplineSurface& bsplineSurface() { return bsplineSurface_; }
BSplineSurfaceType& bsplineSurface() { return bsplineSurface_; }
void set_pick_radius( double _pr) { pick_radius_ = _pr; }
......
......@@ -70,8 +70,8 @@ namespace SceneGraph {
/** \brief Constructor
*
*/
template <class Skeleton>
SkeletonNodeT<Skeleton>::SkeletonNodeT(Skeleton &_skeleton, BaseNode *_parent, std::string _name) :
template <class SkeletonType>
SkeletonNodeT<SkeletonType>::SkeletonNodeT(SkeletonType &_skeleton, BaseNode *_parent, std::string _name) :
BaseNode(_parent, _name),
bCoordFramesVisible_(false),
skeleton_(_skeleton),
......@@ -91,8 +91,8 @@ SkeletonNodeT<Skeleton>::SkeletonNodeT(Skeleton &_skeleton, BaseNode *_parent, s
/** \brief Destructor
*
*/
template <class Skeleton>
SkeletonNodeT<Skeleton>::~SkeletonNodeT()
template <class SkeletonType>
SkeletonNodeT<SkeletonType>::~SkeletonNodeT()
{
// delete quadric if initialized
if (quadricInitialized_)
......@@ -105,8 +105,8 @@ SkeletonNodeT<Skeleton>::~SkeletonNodeT()
/** \brief Returns a pointer to the skeleton
*
*/
template <class Skeleton>
Skeleton& SkeletonNodeT<Skeleton>::skeleton()
template <class SkeletonType>
SkeletonType& SkeletonNodeT<SkeletonType>::skeleton()
{
return skeleton_;
}
......@@ -117,14 +117,14 @@ Skeleton& SkeletonNodeT<Skeleton>::skeleton()
/** \brief Returns the bounding box of this node
*
*/
template <class Skeleton>
void SkeletonNodeT<Skeleton>::boundingBox(Vec3d& _bbMin, Vec3d& _bbMax)
template <class SkeletonType>
void SkeletonNodeT<SkeletonType>::boundingBox(Vec3d& _bbMin, Vec3d& _bbMax)
{
if(skeleton_.jointCount() == 0)
return; // no joints, no contribution to the bound box
Pose *pose = skeleton_.pose(hAni_);
typename Skeleton::Iterator it;
typename SkeletonType::Iterator it;
for(it = skeleton_.begin(); it != skeleton_.end(); ++it)
{
_bbMin.minimize( (Vec3d)pose->globalTranslation((*it)->id()) );
......@@ -141,8 +141,8 @@ void SkeletonNodeT<Skeleton>::boundingBox(Vec3d& _bbMin, Vec3d& _bbMax)
/** \brief Returns available draw modes
*
*/
template <class Skeleton>
DrawModes::DrawMode SkeletonNodeT<Skeleton>::availableDrawModes() const
template <class SkeletonType>
DrawModes::DrawMode SkeletonNodeT<SkeletonType>::availableDrawModes() const
{
return (DrawModes::WIREFRAME | DrawModes::POINTS | DrawModes::SOLID_FLAT_SHADED
| DrawModes::SOLID_FACES_COLORED | DrawModes::SOLID_FACES_COLORED_FLAT_SHADED);
......@@ -154,8 +154,8 @@ DrawModes::DrawMode SkeletonNodeT<Skeleton>::availableDrawModes() const
/** \brief Normalizes a coordinate frame defined by the given matrix
*
*/
template <class Skeleton>
void SkeletonNodeT<Skeleton>::NormalizeCoordinateFrame(Matrix &_mat)
template <class SkeletonType>
void SkeletonNodeT<SkeletonType>::NormalizeCoordinateFrame(Matrix &_mat)
{
ACG::Vec3d vec;
for(int i = 0; i < 3; ++i)
......@@ -179,8 +179,8 @@ void SkeletonNodeT<Skeleton>::NormalizeCoordinateFrame(Matrix &_mat)
* @param[in] _HSV An array of 3 GLfloats, holding H, S and V
* @param[out] _RGB An array of 3 GLfloats, holding R, G and B
*/
template <class Skeleton>
void SkeletonNodeT<Skeleton>::HSVtoRGB(const Vec4f& _HSV, Vec4f& _RGB)
template <class SkeletonType>
void SkeletonNodeT<SkeletonType>::HSVtoRGB(const Vec4f& _HSV, Vec4f& _RGB)
{
int h;
float f, p, q, t;
......@@ -240,8 +240,8 @@ void SkeletonNodeT<Skeleton>::HSVtoRGB(const Vec4f& _HSV, Vec4f& _RGB)
* @param[out] _RGB An array of 3 GLfloats, holding R, G and B
* @param[in] _HSV An array of 3 GLfloats, holding H, S and V
*/
template <class Skeleton>
void SkeletonNodeT<Skeleton>::RGBtoHSV(const Vec4f& _RGB, Vec4f& _HSV)
template <class SkeletonType>
void SkeletonNodeT<SkeletonType>::RGBtoHSV(const Vec4f& _RGB, Vec4f& _HSV)
{
double maxC = _RGB[2];
if(maxC < _RGB[1])
......@@ -292,8 +292,8 @@ void SkeletonNodeT<Skeleton>::RGBtoHSV(const Vec4f& _RGB, Vec4f& _HSV)
/** \brief Renders the nodes contents using the given render state and draw mode
*
*/
template <class Skeleton>
void SkeletonNodeT<Skeleton>::draw(GLState& _state, const DrawModes::DrawMode& _drawMode)
template <class SkeletonType>
void SkeletonNodeT<SkeletonType>::draw(GLState& _state, const DrawModes::DrawMode& _drawMode)
{
ACG::GLState::disable(GL_LIGHTING);
......@@ -301,7 +301,7 @@ void SkeletonNodeT<Skeleton>::draw(GLState& _state, const DrawModes::DrawMode& _
glPushAttrib(GL_ENABLE_BIT);
Pose *pose = skeleton_.pose(hAni_);
typename Skeleton::Iterator it;
typename SkeletonType::Iterator it;
// draw points
//
......@@ -364,7 +364,7 @@ void SkeletonNodeT<Skeleton>::draw(GLState& _state, const DrawModes::DrawMode& _
glBegin(GL_POINTS);
for(it = skeleton_.begin(); it != skeleton_.end(); ++it)
{
typename Skeleton::Matrix global = pose->globalMatrix( (*it)->id() );
typename SkeletonType::Matrix global = pose->globalMatrix( (*it)->id() );
NormalizeCoordinateFrame(global);
glColor3f(0.8, 0.2, 0.2);
glVertex( global.transform_point(Point(fFrameSize_, 0, 0)) );
......@@ -437,7 +437,7 @@ void SkeletonNodeT<Skeleton>::draw(GLState& _state, const DrawModes::DrawMode& _
for(it = skeleton_.begin(); it != skeleton_.end(); ++it)
{
unsigned int index = (*it)->id();
typename Skeleton::Matrix global = pose->globalMatrix(index);
typename SkeletonType::Matrix global = pose->globalMatrix(index);
NormalizeCoordinateFrame(global);
glColor3f(0.8, 0.2, 0.2);
glVertex( pose->globalTranslation(index));
......@@ -465,8 +465,8 @@ void SkeletonNodeT<Skeleton>::draw(GLState& _state, const DrawModes::DrawMode& _
/** \brief get suitable color for the joint
*
*/
template <class Skeleton>
void SkeletonNodeT<Skeleton>::getJointColor( const Vec4f& _baseColor, Vec4f& _result )
template <class SkeletonType>
void SkeletonNodeT<SkeletonType>::getJointColor( const Vec4f& _baseColor, Vec4f& _result )
{
Vec4f hsv;
RGBtoHSV(_baseColor, hsv);
......@@ -486,8 +486,8 @@ void SkeletonNodeT<Skeleton>::getJointColor( const Vec4f& _baseColor, Vec4f& _re
/** \brief Renders the node in picking mode, restricted to the node components given by \e _target
*
*/
template <class Skeleton>
void SkeletonNodeT<Skeleton>::pick(GLState& _state, PickTarget _target)
template <class SkeletonType>
void SkeletonNodeT<SkeletonType>::pick(GLState& _state, PickTarget _target)
{
unsigned int n_of_vertices = skeleton_.jointCount();
......@@ -520,14 +520,14 @@ void SkeletonNodeT<Skeleton>::pick(GLState& _state, PickTarget _target)
/** \brief Pick method for vertices
*
*/
template <class Skeleton>
void SkeletonNodeT<Skeleton>::pick_vertices(GLState &_state)
template <class SkeletonType>
void SkeletonNodeT<SkeletonType>::pick_vertices(GLState &_state)
{
glPointSize(16.0);
typename Skeleton::Pose* pose = skeleton_.pose(hAni_);
for(typename Skeleton::Iterator it = skeleton_.begin(); it != skeleton_.end(); ++it)
typename SkeletonType::Pose* pose = skeleton_.pose(hAni_);
for(typename SkeletonType::Iterator it = skeleton_.begin(); it != skeleton_.end(); ++it)
{
typename Skeleton::Joint *joint = *it;
typename SkeletonType::Joint *joint = *it;
_state.pick_set_name(joint->id());
Vec3d p = pose->globalTranslation(joint->id());
......@@ -544,12 +544,12 @@ void SkeletonNodeT<Skeleton>::pick_vertices(GLState &_state)
/** \brief Pick method for edges
*
*/
template <class Skeleton>
void SkeletonNodeT<Skeleton>::pick_edges(GLState &_state)
template <class SkeletonType>
void SkeletonNodeT<SkeletonType>::pick_edges(GLState &_state)
{
glLineWidth(10);
typename Skeleton::Pose* pose = skeleton_.pose(hAni_);
for(typename Skeleton::Iterator it = skeleton_.begin(); it != skeleton_.end(); ++it)
typename SkeletonType::Pose* pose = skeleton_.pose(hAni_);
for(typename SkeletonType::Iterator it = skeleton_.begin(); it != skeleton_.end(); ++it)
{
Joint *joint = *it;
for(typename Joint::ChildIter it_ch = joint->begin(); it_ch != joint->end(); ++it_ch)
......@@ -575,8 +575,8 @@ void SkeletonNodeT<Skeleton>::pick_edges(GLState &_state)
/** \brief Helper function to draw the bones
*
*/
template <class Skeleton>
void SkeletonNodeT<Skeleton>::draw_bone(GLState &_state, DrawModes::DrawMode _drawMode, const Point& _parent, const Point& _axis)
template <class SkeletonType>
void SkeletonNodeT<SkeletonType>::draw_bone(GLState &_state, DrawModes::DrawMode _drawMode, const Point& _parent, const Point& _axis)
{
_state.push_modelview_matrix();
......@@ -642,8 +642,8 @@ void SkeletonNodeT<Skeleton>::draw_bone(GLState &_state, DrawModes::DrawMode _dr
*
* @param _hAni A handle to an animation, or an invalid handle for the default pose.
*/
template <class Skeleton>
void SkeletonNodeT<Skeleton>::setActivePose(const AnimationHandle &_hAni)
template <class SkeletonType>
void SkeletonNodeT<SkeletonType>::setActivePose(const AnimationHandle &_hAni)
{
hAni_ = _hAni;
}
......@@ -654,8 +654,8 @@ void SkeletonNodeT<Skeleton>::setActivePose(const AnimationHandle &_hAni)
/**
* @brief Returns the active pose set with SkeletonNodeT::setActivePose
*/
template <class Skeleton>
AnimationHandle SkeletonNodeT<Skeleton>::activePose()
template <class SkeletonType>
AnimationHandle SkeletonNodeT<SkeletonType>::activePose()
{
return hAni_;
}
......@@ -666,14 +666,14 @@ AnimationHandle SkeletonNodeT<Skeleton>::activePose()
/** \brief Toggle visibility of coordinate frames for all joints
*
*/
template <class Skeleton>
void SkeletonNodeT<Skeleton>::showCoordFrames(bool _bVisible)
template <class SkeletonType>
void SkeletonNodeT<SkeletonType>::showCoordFrames(bool _bVisible)
{
bCoordFramesVisible_ = _bVisible;
}
template <class Skeleton>
bool SkeletonNodeT<Skeleton>::coordFramesVisible()
template <class SkeletonType>
bool SkeletonNodeT<SkeletonType>::coordFramesVisible()
{
return bCoordFramesVisible_;
}
......
......@@ -71,29 +71,29 @@ namespace SceneGraph {
A more elaborate description follows.
*/
template <class Skeleton>
template <class SkeletonType>
class SkeletonNodeT : public BaseNode
{
public:
// static name of this class
ACG_CLASSNAME(SkeletonNodeT);
typedef typename Skeleton::Point Point;
typedef JointT<typename Skeleton::Point> Joint;
typedef typename Skeleton::Pose Pose;
typedef typename Skeleton::Matrix Matrix;
typedef typename SkeletonType::Point Point;
typedef JointT<typename SkeletonType::Point> Joint;
typedef typename SkeletonType::Pose Pose;
typedef typename SkeletonType::Matrix Matrix;
public:
/// Constructor
SkeletonNodeT(Skeleton &_skeleton, BaseNode *_parent=0, std::string _name="<SkeletonNode>");
SkeletonNodeT(SkeletonType &_skeleton, BaseNode *_parent=0, std::string _name="<SkeletonNode>");
/// Destructor
~SkeletonNodeT();
public:
/// Returns a pointer to the skeleton
Skeleton& skeleton();
SkeletonType& skeleton();
/// Returns available draw modes
DrawModes::DrawMode availableDrawModes() const;
......@@ -138,7 +138,7 @@ private:
/// Coordinate frames are visible if this is true, not visible if false
bool bCoordFramesVisible_;
/// The skeleton nodes skeleton
Skeleton& skeleton_;
SkeletonType& skeleton_;
/// The active pose, this one is going to be rendered
AnimationHandle hAni_;
......
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