132 virtual void Scale(
float scalex,
float scaley,
float scalez);
144 enum { HIGHEST_LOD = 0 };
147 void Update_Lod(
const CameraClass & camera);
148 void Increment_Lod(
void);
149 void Decrement_Lod(
void);
229 virtual const char *
Get_Name(
void)
const {
return Definition->Get_Name(); }
Color scale(const Color &a, const Color &b)
#define W3DMPO_GLUE(ARGCLASS)
CompositeRenderObjClass(void)
virtual int Get_Bone_Index(const char *bonename)
virtual void Set_Switch_Down_Dist(int index, float dist)
virtual const char * Get_Bone_Name(int bone_index)
virtual int Get_Num_Polys(void) const
virtual void Capture_Bone(int bindex)
virtual void Render(RenderInfoClass &rinfo)
virtual bool Is_Bone_Captured(int bindex) const
virtual void Control_Bone(int bindex, const Matrix3D &tm, bool world_space_translation=false)
virtual RenderObjClass * Get_Sub_Object(int index) const
virtual void Set_Switch_Up_Dist(int index, float dist)
virtual ~DistLODClass(void)
virtual float Get_Switch_Down_Dist(int index) const
virtual bool Cast_AABox(AABoxCollisionTestClass &boxtest)
virtual int Class_ID(void) const
DistLODClass(const DistLODDefClass &desc)
virtual void Get_Snap_Point(int index, Vector3 *set)
virtual HAnimClass * Peek_Animation(void)
virtual float Get_Switch_Up_Dist(int index) const
virtual void Set_Transform(const Matrix3D &m)
virtual int Get_Num_Snap_Points(void)
virtual bool Cast_Ray(RayCollisionTestClass &raytest)
virtual int Get_Num_Bones(void)
virtual const Matrix3D & Get_Bone_Transform(const char *bonename)
virtual int Get_Num_Sub_Objects(void) const
virtual void Set_Position(const Vector3 &v)
virtual int Add_Sub_Object_To_Bone(RenderObjClass *subobj, int bone_index)
virtual bool Cast_OBBox(OBBoxCollisionTestClass &boxtest)
virtual void Special_Render(SpecialRenderInfoClass &rinfo)
virtual void Scale(float scale)
virtual RenderObjClass * Clone(void) const
virtual void Set_Animation(void)
virtual void Release_Bone(int bindex)
const char * Get_Name(void) const
WW3DErrorType Load_W3D(ChunkLoadClass &cload)
friend class DistLODClass
virtual int Chunk_Type(void)
virtual PrototypeClass * Load_W3D(ChunkLoadClass &cload)
virtual int Get_Class_ID(void) const
DistLODPrototypeClass(DistLODDefClass *def)
virtual void DeleteSelf()
virtual RenderObjClass * Create(void)
virtual const char * Get_Name(void) const
virtual ~DistLODPrototypeClass(void)
PrototypeLoaderClass(void)
DistLODLoaderClass _DistLODLoader
DistLODNodeDefStruct(void)