Stores data representing all the possible appearances, animations, hand items, heads, etc.
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Public Member Functions |
| | DtVrvDiGuyCharacterData () |
| | DtVrvDiGuyCharacterData (const DtString &name) |
| | DtVrvDiGuyCharacterData (const DtVrvDiGuyCharacterData &orig) |
| virtual | ~DtVrvDiGuyCharacterData () |
| DtVrvDiGuyCharacterData & | operator= (const DtVrvDiGuyCharacterData &orig) |
| virtual DtDiGuyCharacterData * | clone () const |
| | Returns a newly created clone of this class.
|
| void | setDiGuyScenario (makVrv::DtDiGuyScenario *scenario) |
| virtual void | readInAnimationDataFromDiGuyScenario () |
| | This is rather slow, because it causes creation of many things inside DI-Guy, so calls should be deferred until it's time to actually display an animation.
|
| | DtDiGuyCharacterData () |
| | DtDiGuyCharacterData (const DtString &name) |
| | DtDiGuyCharacterData (const DtDiGuyCharacterData &orig) |
| virtual | ~DtDiGuyCharacterData () |
| DtDiGuyCharacterData & | operator= (const DtDiGuyCharacterData &orig) |
| virtual void | init () |
| virtual void | setDeadAnimation (DtDiGuyAnimationSharedPtr deadAnimation) |
| virtual DtDiGuyAnimation * | deadAnimation () |
| virtual DtDiGuyAnimation * | lookupTaskAnimationByName (const DtString &name) |
| | Look up a particular animation.
|
| virtual std::vector< DtString > | appearances () const |
| | The list of possible appearances for this character.
|
| virtual void | addAppearance (const DtString &app) |
| | Add a new possible appearance for the character.
|
| virtual bool | containsAppearance (const DtString &app) |
| virtual std::vector< DtString > | handItems () const |
| | The list of possible hand items for this character.
|
| virtual void | addHandItem (const DtString &app) |
| | Add a new possible hand item for the character.
|
| virtual std::vector< DtString > | heads (const DtString &bodyAppearance) const |
| | The list of possible heads for this character and body appearance.
|
| virtual void | addHead (const DtString &bodyAppearance, const DtString &headAppearance) |
| | Add a new possible head for the character.
|
| virtual void | addTypeMapField (const DtString &appearanceName, const DtString &fieldValue) |
| | Adds the value to the next type map field that hasn't yet been set.
|
| virtual const DtString & | getTypeMapFieldName (int index) |
| | Gets the name of a type map field (i.e. name of category)
|
| virtual int | getTypeMapFieldIndex (const DtString &name) |
| | Get the index of a type map field name.
|
| virtual AlternateNamesList * | animationNames () |
| | Returns string list of all the animations and their user friendly display name.
|
| void | addAnimation (DtDiGuyAnimationSharedPtr animation) |
| | readInAnimationDataFromDiGuyScenario() will later classify all added animations into taskable or instrinsic.
|
| virtual DtDiGuyAnimation * | lookupIntrinsicAnimationByName (const DtString &name) |
| void | setAnimationTable (DtDiGuyCharacterAnimationsTable *table) |
| void | readInAnimationDataFromTable (const char *actionName, bool isFirstAction) |
| | Reads in animations from DtDiGuyCharacterAnimationsTable, which was created by reading in character_animations_table.mtl.
|
| void | setPrintInfo (bool set_print) |
| | If set_print is true, calls to debugPrint() will print info to stdout.
|
| void | debugPrint (const char *fmt,...) |
| virtual void | setCharacterTypeName (const DtString &name) |
| | The name of the character type.
|
| virtual const DtString & | characterTypeName () const |
| virtual TaskAnimationMap * | taskableAnimations () |
| | The taskable animations.
|
| virtual AlternateNamesList | taskableAnimationNames () |
| | Returns string list of all the taskable animations and their user friendly display name.
|
| virtual void | addTaskAnimation (const DtString &name, DtDiGuyAnimationSharedPtr animation) |
virtual
DtDiGuyIntrinsicAnimationMap * | intrinsicAnimations () |
| | The intrinsic animations.
|
| virtual void | addIntrinsicAnimation (const DtString &name, DtDiGuyAnimationSharedPtr animation) |
Stores data representing all the possible appearances, animations, hand items, heads, etc.
that are available to a particular character type. It is used by the sim engine at runtime. Populated from both DI-Guy instance and character_animations_table.mtl file.