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iSpriteCal3DFactoryState Struct Reference

This interface describes the API for the 3D sprite factory mesh object. More...

#include <spritecal3d.h>

Inheritance diagram for iSpriteCal3DFactoryState:

iBase List of all members.

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...


Detailed Description

This interface describes the API for the 3D sprite factory mesh object.

Definition at line 44 of file spritecal3d.h.


Member Function Documentation

virtual bool iSpriteCal3DFactoryState::AddCoreMaterial iMaterialWrapper   mat [pure virtual]
 

This jams a CS material into a cal3d material struct.

Don't try this at home!

virtual void iSpriteCal3DFactoryState::BindMaterials   [pure virtual]
 

Cal3d requires extra initialization once all materials are loaded.

The loader calls this at the appropriate time automatically.

virtual bool iSpriteCal3DFactoryState::Create const char *    name [pure virtual]
 

Initialize internal Cal3d data structures.

virtual int iSpriteCal3DFactoryState::FindMeshName const char *    meshName [pure virtual]
 

Returns the index of the specified mesh name, or -1 if not found.

virtual int iSpriteCal3DFactoryState::GetMeshCount   [pure virtual]
 

Returns the count of all the meshes available for attachment to the core model.

virtual const char* iSpriteCal3DFactoryState::GetMeshName int    idx [pure virtual]
 

Returns the xml name of the mesh at a certain index in the array.

virtual int iSpriteCal3DFactoryState::GetMorphTargetCount int    mesh_id [pure virtual]
 

Returns the number of morph targets of a mesh.

m mesh_id The id of the mesh.
Returns:
The number of morph targets of a mesh. -1 if something went wrong.

virtual bool iSpriteCal3DFactoryState::IsMeshDefault int    idx [pure virtual]
 

Returns whether the mesh is a default mesh or not.

virtual int iSpriteCal3DFactoryState::LoadCoreAnimation const char *    filename,
const char *    name,
int    type,
float    base_velocity,
float    min_velocity,
float    max_velocity
[pure virtual]
 

This loads the supplied file as one animation action for the sprite.

virtual int iSpriteCal3DFactoryState::LoadCoreMesh const char *    filename,
const char *    name,
bool    attach,
iMaterialWrapper   defmat
[pure virtual]
 

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.

virtual int iSpriteCal3DFactoryState::LoadCoreMorphTarget int    mesh_index,
const char *    filename,
const char *    name
[pure virtual]
 

This adds a mesh as a morph target of another mesh.

Parameters:
mesh_index  The index of the mesh we are going to add a morph target to.
filename  The name of the file of the mesh of the morph tarrget.
name  The name of the morph target.
Returns:
The index of the morph target.

virtual bool iSpriteCal3DFactoryState::LoadCoreSkeleton const char *    filename [pure virtual]
 

This loads the supplied file as the skeleton data for the sprite.

virtual void iSpriteCal3DFactoryState::ReportLastError   [pure virtual]
 

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.

virtual void iSpriteCal3DFactoryState::SetBasePath const char *    path [pure virtual]
 

This sets the path to which other filenames will be appended before loading.

virtual void iSpriteCal3DFactoryState::SetRenderScale float    scale [pure virtual]
 

This sets the scale factor of the sprite.

1 = as-is size


The documentation for this struct was generated from the following file:
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