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Public API Reference |
#include <spritecal3d.h>
Inheritance diagram for iSpriteCal3DState:
Public Types | |
enum | |
List of current animation types, used for introspection mostly. More... | |
Public Methods | |
virtual int | GetAnimCount ()=0 |
Returns the number of animations currently loaded for the core model. More... | |
virtual const char * | GetAnimName (int idx)=0 |
Returns the name, from the xml file, of the indexed anim, or NULL if out of bounds. More... | |
virtual int | GetAnimType (int idx)=0 |
Returns the type from the enum above, as specified in the XML. More... | |
virtual void | ClearAllAnims ()=0 |
This resets all currently blended animations and stops the sprite. More... | |
virtual bool | SetAnimCycle (const char *name, float weight)=0 |
This clears the active anims for this sprite and sets it to use only the specified anim. More... | |
virtual bool | AddAnimCycle (const char *name, float weight, float delay)=0 |
This adds the specified animation to the ones already being blended by cal3d. More... | |
virtual bool | ClearAnimCycle (const char *name, float delay)=0 |
This removes the specified anim from the current blend set over the period of time specifed by "delay" parm in seconds. More... | |
virtual bool | SetAnimAction (const char *name, float delayIn, float delayOut)=0 |
This adds a non-looping animation to the blend set for the cal3d Mixer. More... | |
virtual bool | SetVelocity (float vel)=0 |
This function searches all actions specified as type TRAVEL, and uses their preferred velocities to create a set of blended animations which will equate in velocity to the specified parm "vel". More... | |
virtual void | SetLOD (float lod)=0 |
This function sets the Level of Detail used by the sprite. More... | |
virtual bool | AttachCoreMesh (const char *meshname)=0 |
This attaches a mesh with the specified name (from xml) to the instance of the model. More... | |
virtual bool | AttachCoreMesh (int mesh_id, int iMatWrap)=0 |
This attaches a mesh with the specified calCoreModel id to the instance of the model. More... | |
virtual bool | DetachCoreMesh (const char *meshname)=0 |
This detaches a mesh with the specified name (from xml) to the instance of the model. More... | |
virtual bool | DetachCoreMesh (int mesh_id)=0 |
This detaches a mesh with the specified calCoreModel id to the instance of the model. More... | |
virtual bool | BlendMorphTarget (int mesh_id, int morph_id, float weight, float delay)=0 |
Blends the morph target. More... | |
virtual bool | ClearMorphTarget (int mesh_id, int morph_id, float delay)=0 |
Clears the morph target. More... | |
virtual bool | BlendBase (int mesh_id, float weight, float delay)=0 |
Blends the base vectors of a mesh. More... | |
virtual bool | ClearBase (int mesh_id, float delay)=0 |
Clears the base vectors of a mesh. More... |
Definition at line 155 of file spritecal3d.h.
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List of current animation types, used for introspection mostly.
Definition at line 158 of file spritecal3d.h. |
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This adds the specified animation to the ones already being blended by cal3d. The weight value is dependent on other weights used, and is only relative. The delay is the period in seconds over which the blended weight will be interpolated from 0 to "weight" value. A cal3d anim cycle, by definition, is a looping animation (see SetAnimAction for non-looping anims). |
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This attaches a mesh with the specified calCoreModel id to the instance of the model. It is expected this function is only called by the mesh object itself under normal circumstances. Callers should normally refer to meshes by name to prevent behavior changes when xml order is updated. iMatWrap is the iMaterialWrapper to be used in rendering. |
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This attaches a mesh with the specified name (from xml) to the instance of the model.
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Blends the base vectors of a mesh.
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Blends the morph target.
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This resets all currently blended animations and stops the sprite.
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This removes the specified anim from the current blend set over the period of time specifed by "delay" parm in seconds.
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Clears the base vectors of a mesh.
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Clears the morph target.
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This detaches a mesh with the specified calCoreModel id to the instance of the model. It is expected this function is only called by the mesh object itself under normal circumstances. Callers should normally refer to meshes by name to prevent behavior changes when xml order is updated. |
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This detaches a mesh with the specified name (from xml) to the instance of the model.
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Returns the number of animations currently loaded for the core model.
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Returns the name, from the xml file, of the indexed anim, or NULL if out of bounds.
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Returns the type from the enum above, as specified in the XML.
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This adds a non-looping animation to the blend set for the cal3d Mixer. This animation will play one time overlaid on top of the other currently active animations. delayIn and delayOut allow you to fade in and fade out the action for smoothness of response. |
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This clears the active anims for this sprite and sets it to use only the specified anim.
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This function sets the Level of Detail used by the sprite. This is used to reduce the polygon count and simplify the scene for the renderer. |
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This function searches all actions specified as type TRAVEL, and uses their preferred velocities to create a set of blended animations which will equate in velocity to the specified parm "vel". The calling program is still responsible for actually moving the sprite. |