45 virtual void setCharacterModel(
const std::string& appearanceName ) = 0;
47 virtual void setDefaultAppearance(
const std::string& appearanceName ) = 0;
48 virtual void setAppearance(
const std::string& appearanceName ) = 0;
49 virtual void setHeadAppearance(
const std::string& appearanceName ) = 0;
50 virtual void setItemAppearance(
const std::string& appearanceName ) = 0;
52 virtual void beginAppearanceEffect(
const std::string& effect,
const std::string& overrideLink,
float overrideScale,
const DtVector& overrideOffset,
float overrideDuration ) = 0;
53 virtual void endAppearanceEffect(
int instantly,
const std::string& effect,
const std::string& overrideLink ) = 0;
55 virtual void executeGesture(
const std::string& gestureName,
int reps,
float overallDuration,
float channelAWeight ) = 0;
56 virtual void endGesture(
const std::string& gestureName,
float rampDown ) = 0;
61 virtual void setEnableAnimationSmoothing(
bool ) = 0;
64 virtual void setDesiredAction(
const std::string& action,
float speed ) = 0;
68 virtual void forceAction(
const std::string& action,
float speed,
bool usePositioning,
72 virtual void forceTemporaryAction(
const std::string& action,
double duration ) = 0;
76 virtual void unforceAction() = 0;
79 virtual void setSpeed(
float speed ) = 0;
82 virtual void setPosture(
int posture ) = 0;
85 virtual bool weaponDeployed()
const = 0;
88 virtual void setWeaponDeployed(
bool deployed ) = 0;
92 virtual void die(
const std::string& deathAction) = 0;
95 virtual void revive(
const std::string& aliveAction) = 0;
98 virtual void setPaused(
bool paused) = 0;
102 virtual const std::string& className()
const;
106 virtual void setModelScalingEnabled(
bool b ) = 0;
108 virtual void setEmbarked(
bool b ) = 0;
110 virtual void setScale(
const DtVector& scale) = 0;
111 virtual void setWeight(
float weightScale) = 0;
114 virtual void setPartOrientation(
int partNumber,
115 const DtTaitBryan& orientation,
const DtVector& rotationalVelocity) = 0;
118 virtual void setPartTranslation(
int partNumber,
122 virtual void setPartVisibility(
int partNumber,
bool visible) = 0;
124 virtual void setFlamesPresent(
bool val) = 0;
125 virtual void setEnginePlume(
bool val) = 0;
126 virtual void setEngineSmoke(
bool val) = 0;
127 virtual void setTrailState(
bool val) = 0;
128 virtual void setLightState(
unsigned int light,
unsigned int lightState) = 0;
129 virtual void fireWeapon() = 0;
130 virtual void setSelected(
bool value) = 0;
131 virtual void setTextureVariations(std::vector<DtCharacterTextureVariationInfo>& varationInfoArray,
int force) = 0;
134 virtual void setDynamicSensorRegion(
const std::string& region,
bool state ) = 0;
138 virtual void setMotionModelByName(
const std::string& modelName) = 0;
141 virtual void setUseTransitions(
bool use) = 0;
145 virtual void setIsOccupant(
bool occupant) = 0;
148 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:22
Contains makVrv::DtModel class.
Definition: DtCharacterModel.h:28
A model which owns a single model instance.
Definition: DtModel.h:56
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