iSpriteCal3DFactoryState Struct Reference
This interface describes the API for the 3D sprite factory mesh object. More...
#include <imesh/spritecal3d.h>
Inheritance diagram for iSpriteCal3DFactoryState:

Public Member Functions | |
virtual bool | AddCoreMaterial (iMaterialWrapper *mat)=0 |
This jams a CS material into a cal3d material struct. | |
virtual int | AddMorphAnimation (const char *name)=0 |
This adds a new morph animation. | |
virtual bool | AddMorphTarget (int morphanimation_index, const char *mesh_name, const char *morphtarget_name)=0 |
This adds a mesh and one of its morph target to the given morph animation. | |
virtual iSpriteCal3DSocket * | AddSocket ()=0 |
Create and add a new socket to the sprite. | |
virtual void | BindMaterials ()=0 |
Cal3d requires extra initialization once all materials are loaded. | |
virtual void | CalculateAllBoneBoundingBoxes ()=0 |
Does internal cal3d prep work for doing fast bbox calcs later. | |
virtual bool | Create (const char *name)=0 |
Initialize internal Cal3d data structures. | |
virtual int | FindMeshName (const char *meshName)=0 |
Returns the index of the specified mesh name, or -1 if not found. | |
virtual int | FindMorphAnimationName (const char *meshName)=0 |
Returns the index of the specified morph animation name, or -1 if not found. | |
virtual iSpriteCal3DSocket * | FindSocket (iMeshWrapper *mesh) const =0 |
find a socked based on the sprite attached to it. | |
virtual iSpriteCal3DSocket * | FindSocket (const char *name) const =0 |
find a named socket into the sprite. | |
virtual CalCoreModel * | GetCal3DCoreModel ()=0 |
This gives you access to the internal Cal3d Core Model class which sprcal3dfact wraps. | |
virtual const char * | GetDefaultMaterial (const char *meshName)=0 |
Returns the name of the default material that should go on this mesh. | |
virtual int | GetMeshCount ()=0 |
Returns the count of all the meshes available for attachment to the core model. | |
virtual const char * | GetMeshName (int idx)=0 |
Returns the xml name of the mesh at a certain index in the array. | |
virtual int | GetMorphAnimationCount ()=0 |
Returns the count of all Morph animations of this core model. | |
virtual const char * | GetMorphAnimationName (int idx)=0 |
Returns the xml name of the morph animation at a certain index in the array. | |
virtual int | GetMorphTargetCount (int mesh_id)=0 |
Returns the number of morph targets of a mesh. | |
virtual iSpriteCal3DSocket * | GetSocket (int f) const =0 |
Query the socket number f. | |
virtual int | GetSocketCount () const =0 |
Query the number of sockets. | |
virtual bool | IsMeshDefault (int idx)=0 |
Returns whether the mesh is a default mesh or not. | |
virtual int | LoadCoreAnimation (iVFS *vfs, const char *filename, const char *name, int type, float base_velocity, float min_velocity, float max_velocity, int min_interval, int max_interval, int idle_pct, bool lock)=0 |
This loads the supplied file as one animation action for the sprite. | |
virtual int | LoadCoreMesh (iVFS *vfs, const char *filename, const char *name, bool attach, iMaterialWrapper *defmat)=0 |
This loads a submesh which will attach to this skeleton. | |
virtual int | LoadCoreMorphTarget (iVFS *vfs, int mesh_index, const char *filename, const char *name)=0 |
This adds a mesh as a morph target of another mesh. | |
virtual bool | LoadCoreSkeleton (iVFS *vfs, const char *filename)=0 |
This loads the supplied file as the skeleton data for the sprite. | |
virtual bool | RegisterAnimCallback (const char *anim, CalAnimationCallback *callback, float min_interval)=0 |
This function will attach a callback to the Core Anim, to be called whenever the min_interval passes and this animation is active. | |
virtual bool | RemoveAnimCallback (const char *anim, CalAnimationCallback *callback)=0 |
This function should be called to remove callbacks when the meshfact is destroyed. | |
virtual void | ReportLastError ()=0 |
This prints the message if any cal3d function is unsuccessful. | |
virtual void | RescaleFactory (float factor)=0 |
This function resizes all instances of this factory permanently. | |
virtual void | SetBasePath (const char *path)=0 |
This sets the path to which other filenames will be appended before loading. | |
virtual void | SetLoadFlags (int flags)=0 |
This function sets the flags, which the factory sets in CalLoader when loading new models. |
Detailed Description
This interface describes the API for the 3D sprite factory mesh object.
Definition at line 105 of file spritecal3d.h.
Member Function Documentation
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This jams a CS material into a cal3d material struct. Don't try this at home! |
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This adds a new morph animation.
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This adds a mesh and one of its morph target to the given morph animation.
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Create and add a new socket to the sprite.
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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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Does internal cal3d prep work for doing fast bbox calcs later.
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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 index of the specified morph animation name, or -1 if not found.
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find a socked based on the sprite attached to it.
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find a named socket into the sprite.
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This gives you access to the internal Cal3d Core Model class which sprcal3dfact wraps. If you use it directly, you run the risk of making sprcal3dfact and CalCoreModel get out of sync. Use carefully! |
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Returns the name of the default material that should go on this mesh.
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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 count of all Morph animations of this core model.
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Returns the xml name of the morph animation at a certain index in the array.
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Returns the number of morph targets of a mesh.
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Query the socket number f.
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Query the number of sockets.
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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 function will attach a callback to the Core Anim, to be called whenever the min_interval passes and this animation is active.
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This function should be called to remove callbacks when the meshfact is destroyed.
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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 function resizes all instances of this factory permanently. Factor=1 means no change. |
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This sets the path to which other filenames will be appended before loading.
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This function sets the flags, which the factory sets in CalLoader when loading new models.
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The documentation for this struct was generated from the following file:
- imesh/spritecal3d.h
Generated for Crystal Space by doxygen 1.4.4