10 #include <vrfOM/sets/writeDIGuyAppearanceRepository.hpp>
11 #include <vrfOM/sets/readDIGuyAppearanceRepository.hpp>
12 #include <legionStandardOM/sets/writeLifeformRepository.hpp>
13 #include <legionStandardOM/sets/readLifeformRepository.hpp>
14 #include <vlpi/patchIdentifier.h>
15 #include <matrix/vlVector.h>
61 const DtString diguyAppearance()
const;
62 void setDiguyAppearance(
const DtString&);
67 const DtString diguyHeadAppearance()
const;
68 void setDiguyHeadAppearance(
const DtString&);
70 const DtString diguyItemAppearance()
const;
71 void setDiguyItemAppearance(
const DtString&);
73 const DtPatchIdentifier diguyPrimaryUnitPatch()
const;
74 void setDiguyPrimaryUnitPatch(
const DtPatchIdentifier& );
76 const DtPatchIdentifier diguySecondaryUnitPatch()
const;
77 void setDiguySecondaryUnitPatch(
const DtPatchIdentifier& );
79 const DtPatchIdentifier diguyRankPatch()
const;
80 void setDiguyRankPatch(
const DtPatchIdentifier& );
82 const DtString diguyCharacterName()
const;
83 void setDiguyCharacterName(
const DtString& );
86 void setDiguyAction(
const DtString&);
88 const double bodyWeight()
const;
89 void setBodyWeight(
const double&);
91 const bool diguyUsingAnimationOffset()
const;
92 void setDiguyUsingAnimationOffset(
const bool&);
94 const float diguyTransitionSpeed()
const;
95 void setDiguyTransitionSpeed(
const float&);
97 const DtVector diguyAnimationOffset()
const;
98 void setDiguyAnimationOffset(
const DtVector&);
100 void setDiguyType(
const DtString& newType,
const DtString& newAppearance );
103 virtual void makeWritable();
106 virtual void makeReadOnly();
125 const DtString diguyAppearance()
const;
127 const DtString diguyHeadAppearance()
const;
128 const DtString diguyItemAppearance()
const;
129 const DtPatchIdentifier diguyPrimaryUnitPatch()
const;
130 const DtPatchIdentifier diguySecondaryUnitPatch()
const;
131 const DtPatchIdentifier diguyRankPatch()
const;
132 const DtString diguyCharacterName()
const;
134 const double bodyWeight()
const;
135 const bool diguyUsingAnimationOffset()
const;
136 const DtVector diguyAnimationOffset()
const;
137 const float diguyTransitionSpeed()
const;
139 bool readComponentValid()
const;
141 bool findReadComponent();
165 void updateDataStorage();
169 myCurrentFrameState.updateStateData(sd);
170 myNextFrameState.updateStateData(sd);
174 virtual bool forceAdvance();
177 virtual void firstFrameAdvance()
override;
182 myCurrentFrameState.aboutToBeDeleted();
183 myNextFrameState.aboutToBeDeleted();
LOM::ReadLifeformRepository myReadLifeformRepository
Definition: humanStateComponent.h:146
Definition: stateDataTypes.h:23
virtual void setDiguyType(const DtString &newType, const DtString &newAppearance)
Definition: humanStateComponent.h:50
DtStateData * myStateData
Definition: humanStateComponent.h:147
virtual DtFrameStateInterface * nextFrameState()
Definition: humanStateComponent.h:162
Definition: stateComponent.h:266
LOM::WriteLifeformRepository myWriteLifeformRepository
Definition: humanStateComponent.h:111
VRF::ReadDIGuyAppearanceRepository myReadHumanComponent
Definition: humanStateComponent.h:145
DtHumanStateComponentCurrentFrame myCurrentFrameState
Definition: humanStateComponent.h:188
The overall structure of the DtStateData mechanism is: The DtStateData contains a list of double buff...
Definition: stateData.h:339
#define DEFINE_STATE_COMPONENT_TYPE(CreatedComponent)
Definition: stateComponent.h:228
Subclass from this to indicate that this will be a double buffered state component.
Definition: stateComponent.h:379
#define UNDEFINED_RETURNVALUE_ACCESSOR_MUTATOR(Type, Member, Set)
Definition: doubleBufferedDataStorage.h:53
void updateStateData(DtStateData *sd)
Implement to update data storage to the new state data.
Definition: humanStateComponent.h:167
virtual void aboutToBeDeleted()
virtual const DtFrameStateInterface * nextFrameState() const
Definition: humanStateComponent.h:163
DtHumanStateComponentNextFrame myNextFrameState
Definition: humanStateComponent.h:189
In order to be a well defined state component, you must:
Definition: humanStateComponent.h:25
DtStateData * myStateData
Definition: humanStateComponent.h:112
VRF::WriteDIGuyAppearanceRepository myWriteHumanComponent
Definition: humanStateComponent.h:110
4) Define the state component that will contain the wrappers to the next and current frame states tha...
Definition: humanStateComponent.h:153
3) Define the current frame class. This will be used for read access.
Definition: humanStateComponent.h:117
DtStateComponentCreator< DtHumanStateComponentImplementation > DtHumanStateComponentCreator
5) Define the creator. This will need to be registered with the REGISTER_STATE_COMPONENT macro in the...
Definition: humanStateComponent.h:197
virtual void aboutToBeDeleted() override
Definition: humanStateComponent.h:179
#define DT_DLL_vrfStateData
This file is used to determine how to build Disable inconsistent dll linkage warning Visual Studio 6...
Definition: vrfStateDataDefines.h:26
Definition: stateComponent.h:71
const DtFrameStateInterface * currentFrameState() const
Definition: humanStateComponent.h:161
Contains the DtStateComponent class declaration.
bool isDoubleBuffered()
Definition: humanStateComponent.h:160
This is a simple base class that will be used to return a pointer to current or next frame state...
Definition: stateComponent.h:291
bool myFoundComponent
Definition: humanStateComponent.h:190
2) Define the next frame class. This will be used for write access.
Definition: humanStateComponent.h:54