Table of Contents

cMeshEntity

Fields

cMeshEntity has no public fields.

Functions

Return Type Function Name Parameters Description
eEntityType GetEntityType
tID GetID
int GetUniqueID
void UpdateLogic float afTimeStep
const tString& GetName const
void SetName const tString &in asName
bool HasParent
bool IsActive const
void SetActive bool abActive
cVector3f GetLocalPosition
cMatrixf& GetLocalMatrix
cVector3f GetWorldPosition
cMatrixf& GetWorldMatrix
void SetPosition const cVector3f &in avPos
void SetMatrix const cMatrixf &in a_mtxTransform
void SetWorldPosition const cVector3f &in avWorldPos
void SetWorldMatrix const cMatrixf &in a_mtxWorldTransform
int GetTransformUpdateCount
cBoundingVolume@+ GetBoundingVolume
bool GetScriptableIsSaved
void SetScriptableIsSaved bool abX
void AddChild iEntity3D@ apEntity
void RemoveChild iEntity3D@ apEntity
bool IsChild iEntity3D@ apEntity
iEntity3D@ GetEntityParent
cEntity3DIterator@ GetChildIterator
cMesh@ GetMesh
void UpdateAnimation float afTimeStep
void PostUpdateLogic float afTimeStep
cSubMeshEntity@ GetSubMeshEntity uint alIdx
cSubMeshEntity@ GetSubMeshEntityName const tString& asName
int GetSubMeshEntityIndex const tString& asName
int GetSubMeshEntityNum
cAnimationState@ GetAnimationState int alIndex
int GetAnimationStateIndex const tString& asName
cAnimationState@ GetAnimationStateFromName const tString& asName
int GetAnimationStateNum
void Play int alIndex,
bool abLoop,
bool bStopPrev
void PlayName const tString& asName,
bool abLoop,
bool bStopPrev
void Stop
void PlayFadeTo int alIndex,
bool abLoop,
float afTime
void PlayFadeToName const tString& asName,
bool abLoop,
float afTime
bool AnimationIsOver const tString& asName
void SetNormalizeAnimationWeights bool abX
bool GetNormalizeAnimationWeights
cProcAnimation@ CreateProcAnimation const tString &in asName
cProcAnimation@ GetProcAnimationFromName const tString &in asName
cProcAnimation@ GetProcAnimation int alIdx
int GetProcAnimationNum
void ProcPlayName const tString &in asName,
float afAnimTime,
bool abLoop,
bool abStopPrev
void ProcPlay int alIdx,
float afAnimTime,
bool abLoop,
bool abStopPrev
void ProcStop
void ProcPlayFadeTo int alIndex,
float afAnimTime,
bool abLoop,
float afFadeTime
void ProcPlayFadeToName const tString& asName,
float afAnimTime,
bool abLoop,
float afFadeTime
cNode3D@ GetBoneStateRoot
cBoneState@ GetBoneState int alIndex
int GetBoneStateIndex const tString& asName
int GetBoneStateIndexFromPtr cBoneState@ apBoneState
cBoneState@ GetBoneStateFromName const tString& asName
int GetBoneStateNum
cNode3D@ AddSocket const tString &in asName,
const tString &in asAttachedBoneName,
const cMatrixf &in a_mtxLocalTransform,
bool abRescale = true
cNode3D@ GetSocket const tString &in asName
void ClearSockets
int GetSocketNum
cNode3D@ GetSocketFromIndex int alIdx
void SetSkeletonPhysicsActive bool abX
bool GetSkeletonPhysicsActive
void SetSkeletonPhysicsCanSleep bool abX
bool GetSkeletonPhysicsCanSleep
float GetSkeletonPhysicsWeight
void SetSkeletonPhysicsWeight float afX
void FadeSkeletonPhysicsWeight float afTime
void SetSkeletonCollidersActive bool abX
bool GetSkeletonCollidersActive
void AlignBodiesToSkeleton bool abCalculateSpeed
cActorAnimController@ GetActorAnimController
cMatrixf CalculateTransformFromSkeleton
cMatrixf CalculateTransformFromSkeleton cVector3f &out apPostion,
cVector3f &out apAngles
bool CheckColliderShapeCollision iPhysicsWorld@ apWorld,
iCollideShape@ apShape,
const cMatrixf& a_mtxShape,
avPosList,
avBoneIndexList
void ResetGraphicsUpdated
void SetDisableSleep bool abX
cNode3D@ GetNodeState int alIndex
int GetNodeStateIndex const tString& asName
cNode3D@ GetNodeStateFromName const tString& asName
int GetNodeStateNum
bool IsVisible
void SetVisible bool abVisible
void SetStatic bool abX
bool IsStatic
void SetIsOccluder bool abX
void SetRenderFlagBit int alFlagBit,
bool abSet
void SetDiffuseColorMul const cColor &in aColor
void SetIlluminationColor const cColor &in aColor
const cColor& GetIlluminationColor
void SetCoverageAmount float afX
float GetCoverageAmount
void SetLiquidAmount float afX
float GetLiquidAmount
void UseAutomaticLiquidAmount

Remarks

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