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iSprite3DFactoryState Struct Reference

This interface describes the API for the 3D sprite factory mesh object. More...

#include <sprite3d.h>

Inheritance diagram for iSprite3DFactoryState:

iBase List of all members.

Public Methods

virtual void SetMaterialWrapper (iMaterialWrapper *material)=0
 Set material of sprite.

virtual iMaterialWrapperGetMaterialWrapper () const=0
 Get material of sprite.

virtual void AddVertices (int num)=0
 Reserve space for the given number of vertices. More...

virtual int GetVertexCount () const=0
 Return the current number of vertices.

virtual const csVector3GetVertex (int frame, int vertex) const=0
 Get a vertex.

virtual void SetVertex (int frame, int vertex, const csVector3 &Value)=0
 Set a vertex.

virtual csVector3GetVertices (int frame) const=0
 Get vertex array.

virtual void SetVertices (csVector3 const *vert, int frame)=0
 Set array of vertices. More...

virtual const csVector2GetTexel (int frame, int vertex) const=0
 Get a texel.

virtual void SetTexel (int frame, int vertex, const csVector2 &Value)=0
 Set a texel.

virtual csVector2GetTexels (int frame) const=0
 Get array of texels.

virtual void SetTexels (csVector2 const *tex, int frame)=0
 Set array of texels. More...

virtual const csVector3GetNormal (int frame, int vertex) const=0
 Get a normal.

virtual void SetNormal (int frame, int vertex, const csVector3 &Value)=0
 Set a normal.

virtual csVector3GetNormals (int frame) const=0
 Get normal array.

virtual void SetNormals (csVector3 const *norms, int frame)=0
 Set array of normals. More...

virtual void AddTriangle (int a, int b, int c)=0
 Add a triangle to the normal, texel, and vertex meshes a, b and c are indices to texel vertices.

virtual csTriangle GetTriangle (int x) const=0
 Returns the texel indices for triangle 'x'.

virtual csTriangleGetTriangles () const=0
 Returns the triangles of the texel_mesh.

virtual int GetTriangleCount () const=0
 Returns the number of triangles in the sprite.

virtual void SetTriangleCount (int count)=0
 Set the count of triangles.

virtual void SetTriangles (csTriangle const *trigs, int count)=0
 Set array of triangles. The array is copied.

virtual iSpriteFrameAddFrame ()=0
 Create and add a new frame to the sprite.

virtual iSpriteFrameFindFrame (const char *name) const=0
 Find a named frame.

virtual int GetFrameCount () const=0
 Query the number of frames.

virtual iSpriteFrameGetFrame (int f) const=0
 Query the frame number f.

virtual iSpriteActionAddAction ()=0
 Create and add a new action frameset to the sprite.

virtual iSpriteActionFindAction (const char *name) const=0
 Find a named action.

virtual iSpriteActionGetFirstAction () const=0
 Get the first action.

virtual int GetActionCount () const=0
 Get number of actions in sprite.

virtual iSpriteActionGetAction (int No) const=0
 Get action number No.

virtual void EnableSkeletalAnimation ()=0
 Enable skeletal animation for this factory.

virtual iSkeletonGetSkeleton () const=0
 Get the skeleton. More...

virtual void EnableTweening (bool en)=0
 Enable/disable tweening.

virtual bool IsTweeningEnabled () const=0
 Query state of tweening.

virtual void SetLightingQuality (int qual)=0
 Set lighting quality (one of CS_SPR_LIGHTING_*).

virtual int GetLightingQuality () const=0
 Get lighting quality (one of CS_SPR_LIGHTING_*).

virtual void SetLightingQualityConfig (int qual)=0
 Sets which lighting config variable that all new sprites created from this template will use. More...

virtual int GetLightingQualityConfig () const=0
 Get the lighting quality config.

virtual void SetLodLevelConfig (int config_flag)=0
 Sets which lod config variable that all new sprites created from this template will use. More...

virtual int GetLodLevelConfig () const=0
 Returns what this template is using for determining the lod quality.

virtual void MergeNormals (int base, int frame)=0
 Smooth out the gouraud shading by merging the precalculated vertex normals along seams in frame 'frame' based on which vertices are very close in frame 'base'.

virtual void MergeNormals (int base)=0
 Smooth out the gouraud shading by merging the precalculated vertex normals along seams in all frames based on which vertices are very close in frame 'base'.

virtual void MergeNormals ()=0
 Smooth out the gouraud shading by merging the precalculated vertex normals along seams in all frames based on which vertices are very close in each frame.

virtual void SetMixMode (uint mode)=0
 Set default mix mode for new sprites.

virtual uint GetMixMode () const=0
 Get default mix mode for new sprites.


Detailed Description

This interface describes the API for the 3D sprite factory mesh object.


Member Function Documentation

void iSprite3DFactoryState::AddVertices ( int num ) [pure virtual]
 

Reserve space for the given number of vertices.

A vertex includes information about its position, normal and texel. This function will not write any information into the reserved space.

Note that this function requires that at least one frame exists in the sprite factory, otherwise this function will fail!

iSkeleton * iSprite3DFactoryState::GetSkeleton ( ) const [pure virtual]
 

Get the skeleton.

Will only be valid if skeletal animation has been enabled with EnableSkeletalAnimation(). Otherwise it will return NULL.

void iSprite3DFactoryState::SetLightingQualityConfig ( int qual ) [pure virtual]
 

Sets which lighting config variable that all new sprites created from this template will use.

The options are:

  • CS_SPR_LIGHT_GLOBAL (default)
  • CS_SPR_LIGHT_TEMPLATE
  • CS_SPR_LIGHT_LOCAL

void iSprite3DFactoryState::SetLodLevelConfig ( int config_flag ) [pure virtual]
 

Sets which lod config variable that all new sprites created from this template will use.

The options are:

  • CS_SPR_LOD_GLOBAL (default)
  • CS_SPR_LOD_TEMPLATE
  • CS_SPR_LOD_LOCAL

void iSprite3DFactoryState::SetNormals ( csVector3 const * norms,
int frame ) [pure virtual]
 

Set array of normals.

The array is copied. It must contain as many normals as the vertex count of this sprite.

void iSprite3DFactoryState::SetTexels ( csVector2 const * tex,
int frame ) [pure virtual]
 

Set array of texels.

The array is copied. It must contain as many texels as the vertex count of this sprite.

void iSprite3DFactoryState::SetVertices ( csVector3 const * vert,
int frame ) [pure virtual]
 

Set array of vertices.

The array is copied. It must contain as many vertices as the vertex count of this sprite.


The documentation for this struct was generated from the following file:
Generated for Crystal Space by doxygen 1.2.5 written by Dimitri van Heesch, ©1997-2000