39 virtual void removeFromScene();
41 virtual void setCharacterModel(
const std::string& appearanceName);
43 virtual void setDefaultAppearance(
const std::string& appearanceName);
44 virtual void setAppearance(
const std::string& appearanceName);
45 virtual void setHeadAppearance(
const std::string& appearanceName);
46 virtual void setItemAppearance(
const std::string& appearanceName);
48 virtual void beginAppearanceEffect(
const std::string& effect,
const std::string& overrideLink,
49 float overrideScale,
const DtVector& overrideOffset,
float overrideDuration ){;}
50 virtual void endAppearanceEffect(
int instantly,
const std::string& effect,
const std::string& overrideLink){;}
52 virtual void executeGesture(
const std::string& gestureName,
int reps,
53 float overallDuration,
float channelAWeight){;}
54 virtual void endGesture(
const std::string& gestureName,
float rampDown){;}
60 virtual void setLightState(
unsigned int light,
unsigned int lightState){;}
64 virtual void setDesiredAction(
const std::string& action,
float speed);
67 virtual void forceAction(
const std::string& action,
float speed,
int autoChooseTransitionBehavior);
70 virtual void forceTemporaryAction(
const std::string& action,
double duration);
74 virtual void unforceAction();
77 virtual void setSpeed(
float speed);
80 virtual void setPosture(
int posture);
83 virtual bool weaponDeployed()
const;
86 virtual void setWeaponDeployed(
bool deployed);
90 virtual void die(
const std::string& deathAction);
93 virtual void revive(
const std::string& aliveAction);
96 virtual void setPaused(
bool paused);
100 virtual std::string className()
const;
105 virtual void setIsSupportModel(
bool isSupport);
109 virtual void setModelScalingEnabled(
bool b );
111 virtual void setEmbarked(
bool b );
112 virtual void setScale(
const DtVector& scale);
113 virtual void setWeight(
float weightScale);
118 virtual void setPartTranslation(
int partNumber,
125 virtual void setEnableAnimationSmoothing(
bool);
128 virtual void setTextureVariations(std::vector<DtCharacterTextureVariationInfo> & varationInfoArray,
int force){ ; }