18 namespace EntityStateListener
69 virtual void setCharacterModel(
const std::string& characterType) = 0;
75 virtual void setDefaultAppearance(
const std::string& appearanceName) = 0;
77 virtual void setAppearance(
const std::string& appearanceName) = 0;
80 virtual void setHeadAppearance(
const std::string& appearanceName) = 0;
82 virtual void setItemAppearance(
const std::string& appearanceName) = 0;
84 virtual void setCharacterEquipment(
const std::string& appearanceName ) = 0;
88 virtual void setUnit(
unsigned short country,
unsigned char service,
unsigned short patch,
bool setPersonal ) = 0;
90 virtual void setPersonalUnit(
unsigned short country,
unsigned char service,
unsigned short patch ) = 0;
92 virtual void setRank(
unsigned short country,
unsigned char service,
unsigned short patch ) = 0;
94 virtual void setCharacterName(
const std::string& name ) = 0;
99 virtual void setFlamesPresent(
bool val) = 0;
101 virtual void setEnginePlume(
bool val) = 0;
103 virtual void setEngineSmoke(
bool val) = 0;
105 virtual void setTrailState(
bool val) = 0;
107 virtual void setLightState(
unsigned int light,
unsigned int lightState) = 0;
110 virtual void beginAppearanceEffect(
const std::string& effect,
const std::string& overrideLink,
111 float overrideScale,
const DtVector& overrideOffset,
float overrideDuration) = 0;
113 virtual void endAppearanceEffect(
int instantly,
const std::string& effect,
const std::string& overrideLink) = 0;
116 virtual void executeGesture(
const std::string& gestureName,
int reps,
float overallDuration,
float channelAWeight) = 0;
118 virtual void endGesture(
const std::string& gestureName,
float rampDown) = 0;
124 virtual void setEnableAnimationSmoothing(
bool) = 0;
127 virtual void setDesiredAction(
const std::string& action,
float speed) = 0;
130 virtual void fireWeapon() = 0;
134 virtual void forceAction(
const std::string& action,
float speed,
bool usePositioning,
135 const DtVector&
offset,
int autoChooseTransitionBehavior,
float transitionSpeed) = 0;
138 virtual void forceTemporaryAction(
const std::string& action,
double duration) = 0;
142 virtual void unforceAction() = 0;
145 virtual void setSpeed(
float speed) = 0;
148 virtual void setPosture(
int posture) = 0;
151 virtual bool weaponDeployed()
const = 0;
162 virtual void die(
const std::string& deathAction) = 0;
165 virtual void revive(
const std::string& aliveAction) = 0;
168 virtual void setPaused(
bool paused) = 0;
172 virtual const std::string& className()
const;
176 virtual void setModelScalingEnabled(
bool b) = 0;
179 virtual void setEmbarked(
bool b) = 0;
182 virtual void setStationName(
int name) = 0;
185 virtual void setStationNumber(DtU16 number) = 0;
187 virtual void setScale(
const DtVector& scale) = 0;
188 virtual void setWeight(
float weightScale) = 0;
191 virtual void setPartOrientation(
int partNumber,
192 const DtTaitBryan& orientation,
const DtVector& rotationalVelocity) = 0;
195 virtual void setPartTranslation(
int partNumber,
199 virtual void setPartVisibility(
int partNumber,
bool visible) = 0;
201 virtual void setSelected(
bool value) = 0;
202 virtual void setTextureVariations(std::vector<DtCharacterTextureVariationInfo>& varationInfoArray,
int force) = 0;
205 virtual void setDynamicSensorRegion(
const std::string& region,
bool state) = 0;
208 virtual void setUseTransitions(
bool use) = 0;
211 virtual void setIsOccupant(
bool occupant) = 0;
214 virtual void setEnabled(
bool enabled) = 0;
Definition: DtCharacterModel.h:41
Definition: DtCharacterModel.h:36
Posture
Enumerated postures that can be used in the setPosture method. In the DtDiguyCharacterModel class...
Definition: DtCharacterModel.h:33
DtCharacterTextureVariationInfo class.
A special human character model.
Definition: DtCharacterModel.h:25
#define DT_DLL_VRVCORE
Definition: vrvCore.h:20
Definition: DtCharacterModel.h:42
Definition: DtCharacterModel.h:40
Definition: DtCharacterModel.h:39
unsigned long long DtUniqueID
Definition: DtUniqueID.h:19
Contains makVrv::DtModel class.
WeaponState
Definition: DtEntityStateListener.h:101
Definition: DtCharacterModel.h:37
A model which owns a single model instance. A DtModel is a managing container for a single DtModelIns...
Definition: DtModel.h:56
Definition: DtCharacterModel.h:38
The DtDe is the core component of any VR-Vantage application. It owns a DtRenderer, DtDeCommunicator, as well as a DtDisplay and other things.
Definition: DtDe.h:72
voidpf uLong offset
Definition: ioapi.h:42
Definition: DtCharacterModel.h:43
Definition: DtCharacterModel.h:35