52 virtual void setCharacterModel(
const std::string& characterType ) = 0;
57 virtual void setDefaultAppearance(
const std::string& appearanceName ) = 0;
59 virtual void setAppearance(
const std::string& appearanceName ) = 0;
62 virtual void setHeadAppearance(
const std::string& appearanceName ) = 0;
64 virtual void setItemAppearance(
const std::string& appearanceName ) = 0;
66 virtual void setCharacterEquipment(
const std::string& appearanceName) = 0;
69 virtual void setCharacterName(
const std::string& name) = 0;
71 virtual void setUnit(
unsigned int unit,
unsigned int personalUnit) = 0;
73 virtual void setRank(
unsigned int rank) = 0;
78 virtual void setFlamesPresent(
bool val) = 0;
80 virtual void setEnginePlume(
bool val) = 0;
82 virtual void setEngineSmoke(
bool val) = 0;
84 virtual void setTrailState(
bool val) = 0;
86 virtual void setLightState(
unsigned int light,
unsigned int lightState) = 0;
89 virtual void beginAppearanceEffect(
const std::string& effect,
const std::string& overrideLink,
90 float overrideScale,
const DtVector& overrideOffset,
float overrideDuration ) = 0;
92 virtual void endAppearanceEffect(
int instantly,
const std::string& effect,
const std::string& overrideLink ) = 0;
95 virtual void executeGesture(
const std::string& gestureName,
int reps,
float overallDuration,
float channelAWeight ) = 0;
97 virtual void endGesture(
const std::string& gestureName,
float rampDown ) = 0;
103 virtual void setEnableAnimationSmoothing(
bool ) = 0;
106 virtual void setDesiredAction(
const std::string& action,
float speed ) = 0;
109 virtual void fireWeapon() = 0;
113 virtual void forceAction(
const std::string& action,
float speed,
bool usePositioning,
114 const DtVector&
offset,
int autoChooseTransitionBehavior,
float transitionSpeed ) = 0;
117 virtual void forceTemporaryAction(
const std::string& action,
double duration ) = 0;
121 virtual void unforceAction() = 0;
124 virtual void setSpeed(
float speed ) = 0;
127 virtual void setPosture(
int posture ) = 0;
130 virtual bool weaponDeployed()
const = 0;
133 virtual void setWeaponDeployed(
bool deployed ) = 0;
137 virtual void die(
const std::string& deathAction) = 0;
140 virtual void revive(
const std::string& aliveAction) = 0;
143 virtual void setPaused(
bool paused) = 0;
147 virtual const std::string& className()
const;
151 virtual void setModelScalingEnabled(
bool b ) = 0;
154 virtual void setEmbarked(
bool b ) = 0;
156 virtual void setScale(
const DtVector& scale) = 0;
157 virtual void setWeight(
float weightScale) = 0;
160 virtual void setPartOrientation(
int partNumber,
161 const DtTaitBryan& orientation,
const DtVector& rotationalVelocity) = 0;
164 virtual void setPartTranslation(
int partNumber,
168 virtual void setPartVisibility(
int partNumber,
bool visible) = 0;
170 virtual void setSelected(
bool value) = 0;
171 virtual void setTextureVariations(std::vector<DtCharacterTextureVariationInfo>& varationInfoArray,
int force) = 0;
174 virtual void setDynamicSensorRegion(
const std::string& region,
bool state) = 0;
178 virtual void setMotionModelByName(
const std::string& modelName) = 0;
181 virtual void setUseTransitions(
bool use) = 0;
184 virtual void setIsOccupant(
bool occupant) = 0;
187 virtual void setEnabled(
bool enabled) = 0;
Definition: DtCharacterModel.h:27
Posture
Definition: DtCharacterModel.h:24
DtCharacterTextureVariationInfo class.
A special human character model.
Definition: DtCharacterModel.h:20
#define DT_DLL_VRVCORE
Definition: vrvCore.h:20
unsigned long long DtUniqueID
Definition: DtUniqueID.h:19
Contains makVrv::DtModel class.
Definition: DtCharacterModel.h:28
A model which owns a single model instance.
Definition: DtModel.h:55
The DtDe is the core component of any VR-Vantage application.
Definition: DtDe.h:69
voidpf uLong offset
Definition: ioapi.h:42
Definition: DtCharacterModel.h:26