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makVrv::DtDiGuyCharacterModel Class Reference

DI-Guy Character model. More...

Inheritance diagram for makVrv::DtDiGuyCharacterModel:
Inheritance graph
[legend]

Public Member Functions

 DtDiGuyCharacterModel (DtDe &de, DtUniqueID id)
 CTOR.
virtual ~DtDiGuyCharacterModel ()
 DTOR.
virtual void setModelDefinition (const std::string &modelDefinition)
 Set the model definition.
virtual void addToScene (const DtUniqueID &sceneObjectId, int modelSet, int visualizerType)
 Virtual Functions to be implemented, add this model to the scene.
virtual void removeFromScene ()
 Virtual Functions to be implemented, remove this model from the scene.
void setPositionAndVelocityState (const DtVector &vrvLoc, const DtTaitBryan &vrvOri, DtVector32 vrvVel, DtVector32 vrvAngularVel, bool needsTopoUpdate)
 Establish the underlying DIGuy character's position, orientation, and velocity.
virtual void setPosition (int vtx, const DtVector &position)
 Set position, called by scene object.
const DtVectorgetPosition ()
virtual void setOrientation (int vtx, const DtTaitBryan &orientation)
 Set orientation, called by scene object.
virtual std::string className () const
 Get the class name of the model instance owner.
virtual void setCharacterModel (const std::string &characterType)
 Override the character model in the model definition.
virtual void setEnableAnimationSmoothing (bool)
 Sets whether or not to use DI-Guy use_guides for positioning and orientation.
virtual bool enableAnimationSmoothing () const
 Get whether animation smoothing (DI-Guy guides) is enabled.
virtual void setFlamesPresent (bool val)
virtual void setEnginePlume (bool val)
virtual void setEngineSmoke (bool val)
virtual void setTrailState (bool val)
virtual void setLightState (unsigned int light, unsigned int lightState)
virtual void fireWeapon ()
virtual void beginAppearanceEffect (const std::string &effect, const std::string &overrideLink, float overrideScale, const DtVector &overrideOffset, float overrideDuration)
virtual void endAppearanceEffect (int instant, const std::string &effect, const std::string &overrideLink)
virtual void executeGesture (const std::string &gestureName, int reps, float overallDuration, float channelAWeight)
virtual void endGesture (const std::string &gestureName, float rampDown)
virtual void setDesiredAction (const std::string &action, float speed)
 Set the action to attempt.
virtual void forceAction (const std::string &action, float speed, int autoChooseTransitionBehavior)
 Force an action.
virtual void forceTemporaryAction (const std::string &action, double duration)
 Force an action for a specific amount of time.
virtual void unforceAction ()
 Restore the ability to use posture/weapon state, which is disabled when an explicit action is set.
virtual void setSpeed (float speed)
 Set the speed of the character.
virtual bool weaponDeployed () const
 Get whether the weapon is deployed.
virtual void setWeaponDeployed (bool deployed)
 Set whether the weapon is deployed.
void setFullUpdateNeeded (bool updated)
 Set if the model has been fully updated, set to true if the diguy character or scenario has been updated.
bool fullUpdateNeeded () const
 Check to see if the model needs a full update.
virtual void die (const std::string &deathAction)
 Tell the character to 'die.
virtual void revive (const std::string &aliveAction)
 Revive a previously dead character.
virtual void setPaused (bool paused)
 Set the paused state.
bool paused () const
 Get if the model is paused.
diguyCharacter * character ()
 Get the character.
virtual void setPosture (int posture)
 Set the posture of the model.
bool autoGenerateActions () const
 Get if the character will need to auto generate actions.
bool autoGenerateActionSpeed () const
 Get if the character will need to auto generate action speed.
virtual void setModelScalingEnabled (bool b)
 Indicate whether or not this model may be model-scaled Default is false.
virtual void setIsSupportModel (bool isSupport)
 Is this model part of the support group? (determines whether or not other scene objects can ground clamp to this model)
virtual void setEmbarked (bool embarkedState)
 Set/Get embarked state.
virtual bool embarked () const
virtual void setScale (const DtVector &scale, float weightScale)
virtual void setPartOrientation (int partNumber, const DtTaitBryan &orientation, const DtVector &rotationalVelocity)
 Rotate the part.
virtual void setPartTranslation (int partNumber, const DtVector &translation, const DtVector &velocity)
 translate the part.
virtual void setPartVisibility (int partNumber, bool visible)
 not connected yet
void updateAimingAndGaze ()
 Updates the DIGuy character's aim (of weapon) and gaze.
void setupGuides ()
 Sets up any guides that are necessary, otherwise does nothing.
diguyCharacterGuide * getGuide ()
void setGuide (diguyCharacterGuide *guide)
bool getVRForcesEntity ()
void setupTopoConversion (const DtVector &location)
void convertToLocalFrame (const DtVector32 &velocity, const DtTaitBryan &orientation, DtVector32 &outVelocity, DtTaitBryan &outOrientation)
bool getIsVehicle ()
DtDiGuyScenariogetScenario ()
virtual void setSelected (bool value)
virtual void setTextureVariations (std::vector< DtCharacterTextureVariationInfo > &varationInfoArray, int force)
virtual void setDynamicSensorRegion (const std::string &region, bool state)
 Set the state of a dynamic sensor region.
virtual bool dynamicSensorRegion (const std::string &region)
 Get the state of a dynamic sensor region.
set appearances
virtual void setDefaultAppearance (const std::string &appearanceName)
virtual void setAppearance (const std::string &appearanceName)
virtual void setHeadAppearance (const std::string &appearanceName)
virtual void setItemAppearance (const std::string &appearanceName)
- Public Member Functions inherited from makVrv::DtCharacterModel
 DtCharacterModel (DtDe &de, DtUniqueID id)
 CTOR.
virtual ~DtCharacterModel ()
- Public Member Functions inherited from makVrv::DtModel
 DtModel (DtDe &de, DtUniqueID id)
 CTOR.
virtual ~DtModel ()
 DTOR.
virtual void saveModelToFile (const std::string &filename)
unsigned int transformSize () const
 Get the number of position/orientations this model has.
virtual void removePosition (int vtx)
 Remove a transform at the given position.
const DtVectorposition (int vtx=0) const
 Get the Position of a given point.
const DtTaitBryan & orientation (int vtx=0) const
 Get the Orientation of a given point.
virtual void enableColorBlending (bool b)
 Enable / disable color blending for this model.
virtual void setBlendColor (float r, float g, float b, float a)
 Set color to use if color blending is enabled.
virtual void getBlendColor (float &r, float &g, float &b, float &a)
 Returns the blend color.
virtual bool colorBlendingEnabled () const
 Returns whether or not blending is enabled.
virtual void setColor (float r, float g, float b, float a)
 set the model's color
virtual void enableLighting (bool l)
 set whether the model is lit; this may not be an option on all models
virtual int modelSet () const
 Get the model set this model is part of.
const DtVectorboundingBoxExtents () const
 Get the bounding box extents of the model instance.
void getBoundingBoxExtents (double &x, double &y, double &z) const
 Get the bounding box extents of the model instance.
const DtVectorboundingBoxCenter () const
 Get the bounding box center of the model instance.
virtual void getBoundingBoxCenter (double &x, double &y, double &z) const
 Get the bounding box center of the model instance.
virtual void getBoundingBoxComponents (DtVector &minimum, DtVector &maximum)
 Get the minimum and maximum X,Y,Z components of the bounding box.
void setContributesToBound (bool trueOrFalse)
 Set whether this model instance contributes to an object's overall bounding volume.
bool contributesToBound () const
 Get whether this model instance contributes to an object's overall bounding volume.
DtDede ()
 Get the DtDe object.
virtual void setModelInstance (DtModelInstance *modelInstance)
 Internally set the model instance pointer.
virtual void setVisible (bool isVisible)
 Set the visible state of the model.
virtual bool visible () const
 Get the visible state of the model.
DtUniqueID parentSceneObjectID () const
 Parent of the model.
virtual void addedToSceneObjectAsProp (const DtUniqueID &sceneObj)
 Called when a scene object added the model as a prop.
virtual void addedToSceneObject (const DtUniqueID &sceneObj, int modelSet, int visualizerType)
 Called when a scene object added the model with the given model set and visualizer type.
virtual void setElementId (DtUniqueID id)
 Called when the element ID of the model's parent object is set.
virtual void removedFromSceneObject ()
 Called when the model was removed from a scene object.
virtual void setSolid (bool isSolid)
 Set whether or not other this model is drawn filled in.
virtual bool isProp ()
 Return whether or not this model was added as a prop.
virtual DtModelInstancemodelInstance ()
 Get the model instance.
virtual const DtModelInstancemodelInstance () const
int visualizerType () const
 The visualizer type determines which channel-specific group node this model will be parented to, and consequently, which observer setting will cause it to be rendered in which channel.

Static Public Member Functions

static void setDiGuyAttachGroup (osg::Group *diguy_attach_pt)

Public Attributes

DtCoordTransform m_geocToTopo
DtCoordTransform m_topoToGeoc

Protected Types

typedef boost::unordered_map
< std::string, bool
SensorRegionStateMap

Protected Member Functions

virtual void setSceneObjectIdOnCollisionBoxes ()
void slot_modelInstanceToBeDestroyed (DtModelInstance *, DtModel *)
 Signal emitted when the model instance is going to be destroyed.
void slot_modelInstanceCreated (DtModelInstance *, DtModel *)
 Signal emitted when the model instance is created.
virtual void updateModelInstance ()

Protected Attributes

DtTaitBryan myOrientation
DtVector myPosition
diguyCharacter * myCharacter
diguyCharacterGuide * myGuide
bool myGenerateAutomaticActionFlag
bool myGenerateActionSpeedFlag
bool myWeaponDeployedFlag
bool myFullUpdateFlag
bool myEmbarkedFlag
bool myVRForcesEntity
bool myNeedsGuideInstalled
DtUniqueID mySceneObjectId
DtLastForceActionParams myLastForceAction
bool m_turreted_vehicle
bool m_vehicle
float m_aim_az
float m_aim_el
float m_gaze_az
float m_gaze_el
bool myEnableAnimationSmoothing
DtParticleSystemModelAgent * myParticleAgent
DtSceneObjectAgent * mySceneObjectParticle
SensorRegionStateMap mySensorRegionMap

Static Protected Attributes

static osg::Group * DiguyAttachGroup

Additional Inherited Members

- Public Types inherited from makVrv::DtCharacterModel
enum  Posture { Upright, Crouched, Prone, Sitting }

Detailed Description

DI-Guy Character model.

This class manages a DI-Guy character (diguyCharacter) instance and makes calls to it after receiving requests that come in from the networking layer. The chain goes as follows: Network message processing layer (e.g. processDiGuyPdu()) to DtEntityStateInterceptor to DtEntityStateListener to DtEntityDIGuyStateVisualizer to DtCharacterModelAgent to DtCharacterModel

Member Typedef Documentation

typedef boost::unordered_map<std::string, bool> makVrv::DtDiGuyCharacterModel::SensorRegionStateMap
protected

Constructor & Destructor Documentation

makVrv::DtDiGuyCharacterModel::DtDiGuyCharacterModel ( DtDe de,
DtUniqueID  id 
)

CTOR.

virtual makVrv::DtDiGuyCharacterModel::~DtDiGuyCharacterModel ( )
virtual

DTOR.

Member Function Documentation

virtual void makVrv::DtDiGuyCharacterModel::setModelDefinition ( const std::string &  str)
virtual

Set the model definition.

Reimplemented from makVrv::DtModel.

virtual void makVrv::DtDiGuyCharacterModel::addToScene ( const DtUniqueID sceneObjectId,
int  modelSet,
int  visualizerType 
)
virtual

Virtual Functions to be implemented, add this model to the scene.

Implements makVrv::DtModel.

virtual void makVrv::DtDiGuyCharacterModel::removeFromScene ( )
virtual

Virtual Functions to be implemented, remove this model from the scene.

Implements makVrv::DtModel.

void makVrv::DtDiGuyCharacterModel::setPositionAndVelocityState ( const DtVector vrvLoc,
const DtTaitBryan &  vrvOri,
DtVector32  vrvVel,
DtVector32  vrvAngularVel,
bool  needsTopoUpdate 
)

Establish the underlying DIGuy character's position, orientation, and velocity.

Location, orientation, velocity, and angular velocity are all in the VRV system's format – they might or might not be geocentric

virtual void makVrv::DtDiGuyCharacterModel::setPosition ( int  vtx,
const DtVector position 
)
virtual

Set position, called by scene object.

Reimplemented from makVrv::DtModel.

const DtVector& makVrv::DtDiGuyCharacterModel::getPosition ( )
inline
virtual void makVrv::DtDiGuyCharacterModel::setOrientation ( int  vtx,
const DtTaitBryan &  orientation 
)
virtual

Set orientation, called by scene object.

Reimplemented from makVrv::DtModel.

virtual std::string makVrv::DtDiGuyCharacterModel::className ( ) const
virtual

Get the class name of the model instance owner.

This is used to control how model instances are created.

Reimplemented from makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setCharacterModel ( const std::string &  characterType)
virtual

Override the character model in the model definition.

This is necessary when explicitly setting the character via custom network messages.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setEnableAnimationSmoothing ( bool  )
virtual

Sets whether or not to use DI-Guy use_guides for positioning and orientation.

Note this will only have an effect if use_guides is set to 1. The default, if use_guides is 1, to use position smoothing

Implements makVrv::DtCharacterModel.

virtual bool makVrv::DtDiGuyCharacterModel::enableAnimationSmoothing ( ) const
virtual

Get whether animation smoothing (DI-Guy guides) is enabled.

virtual void makVrv::DtDiGuyCharacterModel::setDefaultAppearance ( const std::string &  appearanceName)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setAppearance ( const std::string &  appearanceName)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setHeadAppearance ( const std::string &  appearanceName)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setItemAppearance ( const std::string &  appearanceName)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setFlamesPresent ( bool  val)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setEnginePlume ( bool  val)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setEngineSmoke ( bool  val)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setTrailState ( bool  val)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setLightState ( unsigned int  light,
unsigned int  lightState 
)
virtual
virtual void makVrv::DtDiGuyCharacterModel::fireWeapon ( )
virtual
virtual void makVrv::DtDiGuyCharacterModel::beginAppearanceEffect ( const std::string &  effect,
const std::string &  overrideLink,
float  overrideScale,
const DtVector overrideOffset,
float  overrideDuration 
)
virtual
virtual void makVrv::DtDiGuyCharacterModel::endAppearanceEffect ( int  instant,
const std::string &  effect,
const std::string &  overrideLink 
)
virtual
virtual void makVrv::DtDiGuyCharacterModel::executeGesture ( const std::string &  gestureName,
int  reps,
float  overallDuration,
float  channelAWeight 
)
virtual
virtual void makVrv::DtDiGuyCharacterModel::endGesture ( const std::string &  gestureName,
float  rampDown 
)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setDesiredAction ( const std::string &  action,
float  speed 
)
virtual

Set the action to attempt.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::forceAction ( const std::string &  action,
float  speed,
int  autoChooseTransitionBehavior 
)
virtual

Force an action.

speed: travel speed while performing action autoChooseTransitionBehavior: if 1, transition between current action and new one might be skipped (this can result in visual popping)

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::forceTemporaryAction ( const std::string &  action,
double  duration 
)
virtual

Force an action for a specific amount of time.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::unforceAction ( )
virtual

Restore the ability to use posture/weapon state, which is disabled when an explicit action is set.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setSpeed ( float  speed)
virtual

Set the speed of the character.

Implements makVrv::DtCharacterModel.

virtual bool makVrv::DtDiGuyCharacterModel::weaponDeployed ( ) const
virtual

Get whether the weapon is deployed.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setWeaponDeployed ( bool  deployed)
virtual

Set whether the weapon is deployed.

Implements makVrv::DtCharacterModel.

void makVrv::DtDiGuyCharacterModel::setFullUpdateNeeded ( bool  updated)

Set if the model has been fully updated, set to true if the diguy character or scenario has been updated.

bool makVrv::DtDiGuyCharacterModel::fullUpdateNeeded ( ) const

Check to see if the model needs a full update.

virtual void makVrv::DtDiGuyCharacterModel::die ( const std::string &  deathAction)
virtual

Tell the character to 'die.

Dead characters perform their death action then disable most dynamic behavior (saving CPU cycles).

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::revive ( const std::string &  aliveAction)
virtual

Revive a previously dead character.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setPaused ( bool  paused)
virtual

Set the paused state.

Implements makVrv::DtCharacterModel.

bool makVrv::DtDiGuyCharacterModel::paused ( ) const

Get if the model is paused.

diguyCharacter* makVrv::DtDiGuyCharacterModel::character ( )

Get the character.

virtual void makVrv::DtDiGuyCharacterModel::setPosture ( int  posture)
virtual

Set the posture of the model.

Implements makVrv::DtCharacterModel.

bool makVrv::DtDiGuyCharacterModel::autoGenerateActions ( ) const

Get if the character will need to auto generate actions.

Until explicitly set via setDesiredAction or forceAction this is true and the motion model will generate actions.

bool makVrv::DtDiGuyCharacterModel::autoGenerateActionSpeed ( ) const

Get if the character will need to auto generate action speed.

This is enabled when the character has an action with default/unknown speed (DtEntityStateListener::UnknownActionSpeed)

virtual void makVrv::DtDiGuyCharacterModel::setModelScalingEnabled ( bool  b)
virtual

Indicate whether or not this model may be model-scaled Default is false.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setIsSupportModel ( bool  isSupport)
virtual

Is this model part of the support group? (determines whether or not other scene objects can ground clamp to this model)

Implements makVrv::DtModel.

static void makVrv::DtDiGuyCharacterModel::setDiGuyAttachGroup ( osg::Group *  diguy_attach_pt)
inlinestatic
virtual void makVrv::DtDiGuyCharacterModel::setEmbarked ( bool  embarkedState)
virtual

Set/Get embarked state.

Implements makVrv::DtCharacterModel.

virtual bool makVrv::DtDiGuyCharacterModel::embarked ( ) const
virtual
virtual void makVrv::DtDiGuyCharacterModel::setScale ( const DtVector scale,
float  weightScale 
)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setPartOrientation ( int  partNumber,
const DtTaitBryan &  orientation,
const DtVector rotationalVelocity 
)
virtual

Rotate the part.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setPartTranslation ( int  partNumber,
const DtVector translation,
const DtVector velocity 
)
virtual

translate the part.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setPartVisibility ( int  partNumber,
bool  visible 
)
virtual

not connected yet

Implements makVrv::DtCharacterModel.

void makVrv::DtDiGuyCharacterModel::updateAimingAndGaze ( )

Updates the DIGuy character's aim (of weapon) and gaze.

Only needs to be called when the aim angles themselves change, not when the character orientation changes.

void makVrv::DtDiGuyCharacterModel::setupGuides ( )

Sets up any guides that are necessary, otherwise does nothing.

diguyCharacterGuide* makVrv::DtDiGuyCharacterModel::getGuide ( )
inline
void makVrv::DtDiGuyCharacterModel::setGuide ( diguyCharacterGuide *  guide)
inline
bool makVrv::DtDiGuyCharacterModel::getVRForcesEntity ( )
inline
void makVrv::DtDiGuyCharacterModel::setupTopoConversion ( const DtVector location)
void makVrv::DtDiGuyCharacterModel::convertToLocalFrame ( const DtVector32 &  velocity,
const DtTaitBryan &  orientation,
DtVector32 &  outVelocity,
DtTaitBryan &  outOrientation 
)
bool makVrv::DtDiGuyCharacterModel::getIsVehicle ( )
inline
DtDiGuyScenario& makVrv::DtDiGuyCharacterModel::getScenario ( )
virtual void makVrv::DtDiGuyCharacterModel::setSelected ( bool  value)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setTextureVariations ( std::vector< DtCharacterTextureVariationInfo > &  varationInfoArray,
int  force 
)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setDynamicSensorRegion ( const std::string &  region,
bool  state 
)
virtual

Set the state of a dynamic sensor region.

Implements makVrv::DtCharacterModel.

virtual bool makVrv::DtDiGuyCharacterModel::dynamicSensorRegion ( const std::string &  region)
virtual

Get the state of a dynamic sensor region.

virtual void makVrv::DtDiGuyCharacterModel::setSceneObjectIdOnCollisionBoxes ( )
protectedvirtual
void makVrv::DtDiGuyCharacterModel::slot_modelInstanceToBeDestroyed ( DtModelInstance ,
DtModel  
)
protected

Signal emitted when the model instance is going to be destroyed.

void makVrv::DtDiGuyCharacterModel::slot_modelInstanceCreated ( DtModelInstance ,
DtModel  
)
protected

Signal emitted when the model instance is created.

virtual void makVrv::DtDiGuyCharacterModel::updateModelInstance ( )
protectedvirtual

Member Data Documentation

osg::Group* makVrv::DtDiGuyCharacterModel::DiguyAttachGroup
staticprotected
DtTaitBryan makVrv::DtDiGuyCharacterModel::myOrientation
protected
DtVector makVrv::DtDiGuyCharacterModel::myPosition
protected
diguyCharacter* makVrv::DtDiGuyCharacterModel::myCharacter
protected
diguyCharacterGuide* makVrv::DtDiGuyCharacterModel::myGuide
protected
bool makVrv::DtDiGuyCharacterModel::myGenerateAutomaticActionFlag
protected
bool makVrv::DtDiGuyCharacterModel::myGenerateActionSpeedFlag
protected
bool makVrv::DtDiGuyCharacterModel::myWeaponDeployedFlag
protected
bool makVrv::DtDiGuyCharacterModel::myFullUpdateFlag
protected
bool makVrv::DtDiGuyCharacterModel::myEmbarkedFlag
protected
bool makVrv::DtDiGuyCharacterModel::myVRForcesEntity
protected
bool makVrv::DtDiGuyCharacterModel::myNeedsGuideInstalled
protected
DtUniqueID makVrv::DtDiGuyCharacterModel::mySceneObjectId
protected
DtLastForceActionParams makVrv::DtDiGuyCharacterModel::myLastForceAction
protected
bool makVrv::DtDiGuyCharacterModel::m_turreted_vehicle
protected
bool makVrv::DtDiGuyCharacterModel::m_vehicle
protected
float makVrv::DtDiGuyCharacterModel::m_aim_az
protected
float makVrv::DtDiGuyCharacterModel::m_aim_el
protected
float makVrv::DtDiGuyCharacterModel::m_gaze_az
protected
float makVrv::DtDiGuyCharacterModel::m_gaze_el
protected
bool makVrv::DtDiGuyCharacterModel::myEnableAnimationSmoothing
protected
DtParticleSystemModelAgent* makVrv::DtDiGuyCharacterModel::myParticleAgent
protected
DtSceneObjectAgent* makVrv::DtDiGuyCharacterModel::mySceneObjectParticle
protected
SensorRegionStateMap makVrv::DtDiGuyCharacterModel::mySensorRegionMap
protected
DtCoordTransform makVrv::DtDiGuyCharacterModel::m_geocToTopo
DtCoordTransform makVrv::DtDiGuyCharacterModel::m_topoToGeoc

The documentation for this class was generated from the following file:

Document ID: Generated on Thu Mar 23 18:54:12 EDT 2017 from SVN revision 174804
Copyright © 2005-2017 VT MÄK. All Rights Reserved (www.mak.com)