#include <DrawModule.h>
Inherited by W3DModelDraw.
Public Member Functions | |
| virtual Bool | clientOnly_getRenderObjInfo (Coord3D *pos, Real *boundingSphereRadius, Matrix3D *transform) const =0 |
| virtual Bool | clientOnly_getRenderObjBoundBox (OBBoxClass *boundbox) const =0 |
| virtual Bool | clientOnly_getRenderObjBoneTransform (const AsciiString &boneName, Matrix3D *set_tm) const =0 |
| virtual Int | getPristineBonePositionsForConditionState (const ModelConditionFlags &condition, const char *boneNamePrefix, Int startIndex, Coord3D *positions, Matrix3D *transforms, Int maxBones) const =0 |
| virtual Int | getCurrentBonePositions (const char *boneNamePrefix, Int startIndex, Coord3D *positions, Matrix3D *transforms, Int maxBones) const =0 |
| virtual Bool | getCurrentWorldspaceClientBonePositions (const char *boneName, Matrix3D &transform) const =0 |
| virtual Bool | getProjectileLaunchOffset (const ModelConditionFlags &condition, WeaponSlotType wslot, Int specificBarrelToUse, Matrix3D *launchPos, WhichTurretType tur, Coord3D *turretRotPos, Coord3D *turretPitchPos) const =0 |
| virtual void | updateProjectileClipStatus (UnsignedInt shotsRemaining, UnsignedInt maxShots, WeaponSlotType slot)=0 |
| This will do the show/hide work if ProjectileBoneFeedbackEnabled is set. | |
| virtual void | updateDrawModuleSupplyStatus (Int maxSupply, Int currentSupply)=0 |
| This will do visual feedback on Supplies carried. | |
| virtual void | notifyDrawModuleDependencyCleared ()=0 |
| if you were waiting for something before you drew, it's ready now | |
| virtual void | setHidden (Bool h)=0 |
| virtual void | replaceModelConditionState (const ModelConditionFlags &a)=0 |
| virtual void | replaceIndicatorColor (Color color)=0 |
| virtual Bool | handleWeaponFireFX (WeaponSlotType wslot, Int specificBarrelToUse, const FXList *fxl, Real weaponSpeed, const Coord3D *victimPos, Real damageRadius)=0 |
| virtual Int | getBarrelCount (WeaponSlotType wslot) const =0 |
| virtual void | setSelectable (Bool selectable)=0 |
| virtual void | setAnimationLoopDuration (UnsignedInt numFrames)=0 |
| virtual void | setAnimationCompletionTime (UnsignedInt numFrames)=0 |
| virtual Bool | updateBonesForClientParticleSystems (void)=0 |
| this will reposition particle systems on the fly ML | |
| virtual void | setAnimationFrame (int frame)=0 |
| virtual void | setPauseAnimation (Bool pauseAnim)=0 |
| virtual void | updateSubObjects ()=0 |
| virtual void | showSubObject (const AsciiString &name, Bool show)=0 |
Definition at line 155 of file DrawModule.h.
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pure virtual |
Implemented in W3DModelDraw.
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pure virtual |
Implemented in W3DModelDraw.
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pure virtual |
Implemented in W3DModelDraw.
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pure virtual |
Implemented in W3DModelDraw.
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pure virtual |
Implemented in W3DModelDraw.
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pure virtual |
Implemented in W3DModelDraw.
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Find the bone(s) with the given name and return their positions and/or transforms in the given arrays. We look for a bone named "boneNamePrefixQQ", where QQ is 01, 02, 03, etc, starting at the value of "startIndex". Want to look for just a specific boneName with no numeric suffix? just pass zero (0) for startIndex. (no, we never look for "boneNamePrefix00".) We copy up to 'maxBones' into the array(s), and return the total count found.
NOTE: this returns the positions and transform for the "ideal" model... that is, at its default rotation and scale, located at (0,0,0). You'll have to concatenate an Object's position and transform onto these in order to move 'em into "world space"!
NOTE: this isn't very fast. Please call it sparingly and cache the result.
Implemented in W3DModelDraw.
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pure virtual |
Implemented in W3DModelDraw.
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pure virtual |
Implemented in W3DModelDraw.
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pure virtual |
if you were waiting for something before you drew, it's ready now
Implemented in W3DDependencyModelDraw, and W3DModelDraw.
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pure virtual |
Implemented in W3DModelDraw.
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pure virtual |
Implemented in W3DModelDraw.
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similar to the above, but assumes that the current state is a "ONCE", and is smart about transition states... if there is a transition state "inbetween", it is included in the completion time.
Implemented in W3DModelDraw.
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Implemented in W3DModelDraw.
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This call says, "I want the current animation (if any) to take n frames to complete a single cycle". If it's a looping anim, each loop will take n frames. someday, we may want to add the option to insert "pad" frames at the start and/or end, but for now, we always just "stretch" the animation to fit. Note that you must call this AFTER setting the condition codes.
Implemented in W3DModelDraw.
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pure virtual |
Implemented in W3DModelDraw, W3DOverlordAircraftDraw, W3DOverlordTankDraw, W3DOverlordTruckDraw, W3DTankDraw, W3DTankTruckDraw, and W3DTruckDraw.
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This call is used to pause or resume an animation.
Implemented in W3DModelDraw.
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pure virtual |
Implemented in W3DModelDraw.
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pure virtual |
Implemented in W3DModelDraw.
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pure virtual |
this will reposition particle systems on the fly ML
Implemented in W3DModelDraw.
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pure virtual |
This will do visual feedback on Supplies carried.
Implemented in W3DModelDraw, and W3DSupplyDraw.
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pure virtual |
This will do the show/hide work if ProjectileBoneFeedbackEnabled is set.
Implemented in W3DModelDraw.
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pure virtual |
Implemented in W3DModelDraw.