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Public API Reference |
#include <spritecal3d.h>
Inheritance diagram for iSpriteCal3DFactoryState:
Public Methods | |
virtual bool | Create (const char *name)=0 |
Initialize internal Cal3d data structures. More... | |
virtual void | ReportLastError ()=0 |
This prints the message if any cal3d function is unsuccessful. More... | |
virtual void | SetBasePath (const char *path)=0 |
This sets the path to which other filenames will be appended before loading. More... | |
virtual void | SetRenderScale (float scale)=0 |
This sets the scale factor of the sprite. More... | |
virtual bool | LoadCoreSkeleton (const char *filename)=0 |
This loads the supplied file as the skeleton data for the sprite. More... | |
virtual int | LoadCoreAnimation (const char *filename, const char *name, int type, float base_velocity, float min_velocity, float max_velocity)=0 |
This loads the supplied file as one animation action for the sprite. More... | |
virtual int | LoadCoreMesh (const char *filename, const char *name, bool attach, iMaterialWrapper *defmat)=0 |
This loads a submesh which will attach to this skeleton. More... | |
virtual int | LoadCoreMorphTarget (int mesh_index, const char *filename, const char *name)=0 |
This adds a mesh as a morph target of another mesh. More... | |
virtual bool | AddCoreMaterial (iMaterialWrapper *mat)=0 |
This jams a CS material into a cal3d material struct. More... | |
virtual void | BindMaterials ()=0 |
Cal3d requires extra initialization once all materials are loaded. More... | |
virtual int | GetMeshCount ()=0 |
Returns the count of all the meshes available for attachment to the core model. More... | |
virtual int | GetMorphTargetCount (int mesh_id)=0 |
Returns the number of morph targets of a mesh. More... | |
virtual const char * | GetMeshName (int idx)=0 |
Returns the xml name of the mesh at a certain index in the array. More... | |
virtual int | FindMeshName (const char *meshName)=0 |
Returns the index of the specified mesh name, or -1 if not found. More... | |
virtual bool | IsMeshDefault (int idx)=0 |
Returns whether the mesh is a default mesh or not. More... |
Definition at line 44 of file spritecal3d.h.
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This jams a CS material into a cal3d material struct. Don't try this at home! |
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Cal3d requires extra initialization once all materials are loaded. The loader calls this at the appropriate time automatically. |
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Initialize internal Cal3d data structures.
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Returns the index of the specified mesh name, or -1 if not found.
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Returns the count of all the meshes available for attachment to the core model.
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Returns the xml name of the mesh at a certain index in the array.
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Returns the number of morph targets of a mesh.
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Returns whether the mesh is a default mesh or not.
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This loads the supplied file as one animation action for the sprite.
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This loads a submesh which will attach to this skeleton. filename is the native system filename of the mesh file. name is the logical name which will be used by the mesh object to attach and detach this mesh. attach should be true if this mesh should be part of the mesh object after it is first created, or false if it will be optionally added later. defmat is the material which should be used when the object is created, if any. |
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This adds a mesh as a morph target of another mesh.
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This loads the supplied file as the skeleton data for the sprite.
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This prints the message if any cal3d function is unsuccessful. There is no way I can see to retrieve the string and use cs report with it. |
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This sets the path to which other filenames will be appended before loading.
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This sets the scale factor of the sprite. 1 = as-is size |