94 const char *
Get_Name(
void)
const {
return Name; }
95 const char *
Get_HName(
void)
const {
return HierarchyName; }
bool Has_Y_Translation(int pividx)
bool Is_Node_Motion_Present(int pividx)
bool Has_X_Translation(int pividx)
bool Has_Z_Translation(int pividx)
int Get_Num_Pivots(void) const
void Get_Transform(Matrix3D &transform, int pividx, float frame) const
void Get_Orientation(Quaternion &orientation, int pividx, float frame) const
bool Has_Rotation(int pividx)
int Load_W3D(ChunkLoadClass &cload)
NodeMotionStruct * Get_Node_Motion_Array(void)
virtual int Class_ID(void) const
const char * Get_Name(void) const
void Get_Translation(Vector3 &translation, int pividx, float frame) const
bool Has_Visibility(int pividx)
const char * Get_HName(void) const
bool Get_Visibility(int pividx, float frame)