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iSpriteCal3DState Struct Reference

This interface describes the API for changing the Cal3D sprite mesh object's animations playing and other current traits. More...

#include <imesh/spritecal3d.h>

Inheritance diagram for iSpriteCal3DState:

iBase List of all members.

Public Types

enum  
 List of current animation types, used for introspection mostly. More...

Public Member Functions

virtual int GetAnimCount ()=0
 Returns the number of animations currently loaded for the core model.
virtual const char * GetAnimName (int idx)=0
 Returns the name, from the xml file, of the indexed anim, or 0 if out of bounds.
virtual int GetAnimType (int idx)=0
 Returns the type from the enum above, as specified in the XML.
virtual int FindAnim (const char *name)=0
 Find the index of the named animation. Returns -1 if not found.
virtual void ClearAllAnims ()=0
 This resets all currently blended animations and stops the sprite.
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, where the anim is specified by name.
virtual bool SetAnimCycle (int idx, float weight)=0
 This clears the active anims for this sprite and sets it to use only the specified anim, where the anim is specified by index.
virtual bool AddAnimCycle (const char *name, float weight, float delay)=0
 This adds the specified animation to the ones already being blended by cal3d.
virtual bool AddAnimCycle (int idx, float weight, float delay)=0
 Uses the specified index directly to add the anim cycle.
virtual bool ClearAnimCycle (int idx, float delay)=0
 This removes the animation at index `idx' from the current blend set over the period of time specifed by "delay" parm in seconds.
virtual bool ClearAnimCycle (const char *name, float delay)=0
 This removes the named animation from the current blend set over the period of time specifed by "delay" parm in seconds.
virtual int GetActiveAnimCount ()=0
 Returns the count of currently playing animation cycles.
virtual int GetActiveAnims (char *buffer, int max_length)=0
 Fills the supplied buffer with the information to reconstruct the exact animation mix currently playing in the model.
virtual void SetActiveAnims (const char *buffer, int anim_count)=0
 Uses the supplied buffer (created by GetActiveAnims) to recreate an exact mix of animation cycles and weights.
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.
virtual bool SetAnimAction (int idx, float delayIn, float delayOut)=0
 This adds a non-looping animation to the blend set for the cal3d Mixer.
virtual bool SetVelocity (float vel, csRandomGen *rng=0)=0
 This function searches all actions specified as type TRAVEL for actions with a base velocity matching "vel", and blends them into a travel action.
virtual void SetDefaultIdleAnim (const char *name)=0
 This function sets the name to use when SetVelocity(0) is called.
virtual void SetLOD (float lod)=0
 This function sets the Level of Detail used by the sprite.
virtual bool AttachCoreMesh (const char *meshname)=0
 This attaches a mesh with the specified name (from xml) to the instance of the model.
virtual bool AttachCoreMesh (int mesh_id, int iMatWrap)=0
 This attaches a mesh with the specified calCoreModel id to the instance of the model.
virtual bool DetachCoreMesh (const char *meshname)=0
 This detaches a mesh with the specified name (from xml) to the instance of the model.
virtual bool DetachCoreMesh (int mesh_id)=0
 This detaches a mesh with the specified calCoreModel id to the instance of the model.
virtual bool BlendMorphTarget (int morph_animation_id, float weight, float delay)=0
 Blends the morph target.
virtual bool ClearMorphTarget (int morph_animation_id, float delay)=0
 Clears the morph target.
virtual iSpriteCal3DSocketFindSocket (iMeshWrapper *mesh) const =0
 find a socked based on the sprite attached to it.
virtual iSpriteCal3DSocketFindSocket (const char *name) const =0
 find a named socket into the sprite.
virtual bool SetMaterial (const char *mesh_name, iMaterialWrapper *mat)=0
 Change the material on a named submesh. Returns true if successful.
virtual void SetTimeFactor (float timeFactor)=0
 Set the animation time adjustment factor. 1=normal speed.
virtual float GetTimeFactor ()=0
 Return the current time factor of the model.
virtual float GetAnimationTime ()=0
 Return current animation time.
virtual float GetAnimationDuration ()=0
 Return whole animation duration.
virtual void SetAnimationTime (float animationTime)=0
 Set current animation time.
virtual CalModel * GetCal3DModel ()=0
 This gives you access to the internal Cal3d Model class which sprcal3d wraps.
virtual void SetUserData (void *data)=0
 Set user data in the model, for access from the callback later, mostly.
virtual void SetAnimTimeUpdateHandler (iAnimTimeUpdateHandler *)=0
 This gives you ability to update the internal Cal3d model directly rather than relying upon the default behavior which merely invokes CalModel::update().

Detailed Description

This interface describes the API for changing the Cal3D sprite mesh object's animations playing and other current traits.

Definition at line 363 of file spritecal3d.h.


Member Enumeration Documentation

anonymous enum
 

List of current animation types, used for introspection mostly.

Definition at line 366 of file spritecal3d.h.


Member Function Documentation

virtual bool iSpriteCal3DState::AddAnimCycle int  idx,
float  weight,
float  delay
[pure virtual]
 

Uses the specified index directly to add the anim cycle.

virtual bool iSpriteCal3DState::AddAnimCycle const char *  name,
float  weight,
float  delay
[pure virtual]
 

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).

virtual bool iSpriteCal3DState::AttachCoreMesh int  mesh_id,
int  iMatWrap
[pure virtual]
 

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.

virtual bool iSpriteCal3DState::AttachCoreMesh const char *  meshname  )  [pure virtual]
 

This attaches a mesh with the specified name (from xml) to the instance of the model.

virtual bool iSpriteCal3DState::BlendMorphTarget int  morph_animation_id,
float  weight,
float  delay
[pure virtual]
 

Blends the morph target.

Parameters:
morph_animation_id The id of the morph animation we want to blend.
weight The weight of the morph target.
delay The delay untill the full weight is reached.
Returns:
False if something went wrong.

virtual void iSpriteCal3DState::ClearAllAnims  )  [pure virtual]
 

This resets all currently blended animations and stops the sprite.

virtual bool iSpriteCal3DState::ClearAnimCycle const char *  name,
float  delay
[pure virtual]
 

This removes the named animation from the current blend set over the period of time specifed by "delay" parm in seconds.

Returns true if the named animation was found; else false.

virtual bool iSpriteCal3DState::ClearAnimCycle int  idx,
float  delay
[pure virtual]
 

This removes the animation at index `idx' from the current blend set over the period of time specifed by "delay" parm in seconds.

virtual bool iSpriteCal3DState::ClearMorphTarget int  morph_animation_id,
float  delay
[pure virtual]
 

Clears the morph target.

Parameters:
morph_animation_id The id of the morph animation we want to clear.
delay The delay untill the morph target is cleared.
Returns:
False if something went wrong.

virtual bool iSpriteCal3DState::DetachCoreMesh int  mesh_id  )  [pure virtual]
 

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.

virtual bool iSpriteCal3DState::DetachCoreMesh const char *  meshname  )  [pure virtual]
 

This detaches a mesh with the specified name (from xml) to the instance of the model.

virtual int iSpriteCal3DState::FindAnim const char *  name  )  [pure virtual]
 

Find the index of the named animation. Returns -1 if not found.

virtual iSpriteCal3DSocket* iSpriteCal3DState::FindSocket const char *  name  )  const [pure virtual]
 

find a named socket into the sprite.

virtual iSpriteCal3DSocket* iSpriteCal3DState::FindSocket iMeshWrapper mesh  )  const [pure virtual]
 

find a socked based on the sprite attached to it.

virtual int iSpriteCal3DState::GetActiveAnimCount  )  [pure virtual]
 

Returns the count of currently playing animation cycles.

This should be used to allocate the buffer required by GetActiveAnims below. 2 bytes per active anim are required.

virtual int iSpriteCal3DState::GetActiveAnims char *  buffer,
int  max_length
[pure virtual]
 

Fills the supplied buffer with the information to reconstruct the exact animation mix currently playing in the model.

It does NOT include any non-repeating actions. Those must be handled separately, due to the timing issues.

virtual float iSpriteCal3DState::GetAnimationDuration  )  [pure virtual]
 

Return whole animation duration.

virtual float iSpriteCal3DState::GetAnimationTime  )  [pure virtual]
 

Return current animation time.

virtual int iSpriteCal3DState::GetAnimCount  )  [pure virtual]
 

Returns the number of animations currently loaded for the core model.

virtual const char* iSpriteCal3DState::GetAnimName int  idx  )  [pure virtual]
 

Returns the name, from the xml file, of the indexed anim, or 0 if out of bounds.

virtual int iSpriteCal3DState::GetAnimType int  idx  )  [pure virtual]
 

Returns the type from the enum above, as specified in the XML.

virtual CalModel* iSpriteCal3DState::GetCal3DModel  )  [pure virtual]
 

This gives you access to the internal Cal3d Model class which sprcal3d wraps.

If you use it directly, you run the risk of making sprcal3d and CalModel get out of sync. Use carefully!

virtual float iSpriteCal3DState::GetTimeFactor  )  [pure virtual]
 

Return the current time factor of the model.

virtual void iSpriteCal3DState::SetActiveAnims const char *  buffer,
int  anim_count
[pure virtual]
 

Uses the supplied buffer (created by GetActiveAnims) to recreate an exact mix of animation cycles and weights.

virtual bool iSpriteCal3DState::SetAnimAction int  idx,
float  delayIn,
float  delayOut
[pure virtual]
 

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.

virtual bool iSpriteCal3DState::SetAnimAction const char *  name,
float  delayIn,
float  delayOut
[pure virtual]
 

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.

virtual void iSpriteCal3DState::SetAnimationTime float  animationTime  )  [pure virtual]
 

Set current animation time.

virtual bool iSpriteCal3DState::SetAnimCycle int  idx,
float  weight
[pure virtual]
 

This clears the active anims for this sprite and sets it to use only the specified anim, where the anim is specified by index.

virtual bool iSpriteCal3DState::SetAnimCycle const char *  name,
float  weight
[pure virtual]
 

This clears the active anims for this sprite and sets it to use only the specified anim, where the anim is specified by name.

virtual void iSpriteCal3DState::SetAnimTimeUpdateHandler iAnimTimeUpdateHandler  )  [pure virtual]
 

This gives you ability to update the internal Cal3d model directly rather than relying upon the default behavior which merely invokes CalModel::update().

You may need to do this, for example, when you want to move Cal3d skeleton from your own code (to implement rag-doll physics, for instance).

virtual void iSpriteCal3DState::SetDefaultIdleAnim const char *  name  )  [pure virtual]
 

This function sets the name to use when SetVelocity(0) is called.

virtual void iSpriteCal3DState::SetLOD float  lod  )  [pure virtual]
 

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.

virtual bool iSpriteCal3DState::SetMaterial const char *  mesh_name,
iMaterialWrapper mat
[pure virtual]
 

Change the material on a named submesh. Returns true if successful.

virtual void iSpriteCal3DState::SetTimeFactor float  timeFactor  )  [pure virtual]
 

Set the animation time adjustment factor. 1=normal speed.

virtual void iSpriteCal3DState::SetUserData void *  data  )  [pure virtual]
 

Set user data in the model, for access from the callback later, mostly.

virtual bool iSpriteCal3DState::SetVelocity float  vel,
csRandomGen rng = 0
[pure virtual]
 

This function searches all actions specified as type TRAVEL for actions with a base velocity matching "vel", and blends them into a travel action.

If no animation is found with a base animation that exactly matches "vel" It selects animations with an appropriate velocity range and blends them to create the travel animation. The calling program is still responsible for actually moving the sprite.


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