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vrfDiGuyCharacterDataManager.h
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1 /****************************************************************************
2  * Copyright (c) 2021 MAK Technologies, Inc.
3  * All rights reserved.
4  ****************************************************************************/
5 
11 
12 #pragma once
13 
14 #include <vrfGuiCore/vrfGuiCore.h>
15 
18 
20 #include <vrvCore/DtUniqueID.h>
21 
22 #include <unordered_set>
23 
24 #include <vector>
25 #include <list>
26 
27 class DtString;
29 
30 namespace makVrv
31 {
32  class DtDe;
33  class DtSceneObject;
34  class DtDiGuyScenario;
35 }
36 
37 namespace osg
38 {
39  class Node;
40 }
41 
42 namespace makVrf
43 {
44 
46  {
47  public:
48 
51 
53  virtual ~DtVrfDiGuyCharacterDataManager() override;
54 
56  static DtVrfDiGuyCharacterDataManager& instance( makVrv::DtDe& de );
57 
60  static void registerInstance( makVrv::DtDe& de, DtVrfDiGuyCharacterDataManager* object );
61 
64  virtual osg::Node* modelFromSceneObject( makVrv::DtSceneObject* sceneObject, bool& isDiGuy );
65 
67  virtual bool getSupportsWeightVariations( makVrv::DtUniqueID );
68 
72  virtual void diGuyIdsFrom( std::unordered_set<makVrv::DtUniqueID>& input, std::set<makVrv::DtUniqueID>& output ) const;
73 
75  virtual int numberOfDiGuyTypeMapFields() const;
76 
78  virtual const AlternateNamesList* availableCharactersList() const;
79 
81  virtual const DtDiGuyCharacterData* lookupCharacterByName( const DtString& characterName ) const;
82 
85  virtual void setNodeMasksTo( makVrv::DtUniqueID, int );
86 
88  virtual makVrv::DtDiGuyScenario* lightweightInstance();
89 
91  virtual double animationDuration( const DtString& characterName, const DtString& animationnName );
92 
94  virtual double animationSpeed( const DtString& characterName, const DtString& animationnName );
95 
96  virtual const DtDiGuyCharacterDataManager* characterManager();
97 
98  protected:
99  virtual void createCharacterManager();
100 
101  protected:
102 
105 
106  };
107 
108 }
Stores data representing all the possible appearances, animations, hand items, heads, etc. that are available to a particular character type. It is used by the sim engine at runtime. Populated from both DI-Guy instance and character_animations_table.mtl file.
Definition: diGuyCharacterData.h:63
Virtual base class. Allows for RTTI and proper virtual destruction. Used by Creators, Factories, Providers, Assemblers and User Interfaces.
Definition: DtVirtualBaseClass.h:19
std::vector< AlternateNamesPair > AlternateNamesList
Definition: diGuyCharacterData.h:29
#define DT_DLL_VRFGUICORE
Contains DLL export macros.
Definition: vrfGuiCore.h:25
Contains the DtDiGuyIntrinsicAnimationMap class declaration.
Contains the DtDiGuyCharacterData class declaration.
Contains makVrv::DtVirtualBaseClass class.
Contains data describing the available attributes and animations for each DI-Guy character type...
Definition: diGuyCharacterDataManager.h:33
unsigned long long DtUniqueID
Definition: DtUniqueID.h:19
Definition: vrfDiGuyCharacterDataManager.h:45
A DtSceneObject represents an object that can be positioned in the scene by (possibly) attaching it t...
Definition: DtSceneObject.h:44
Contains makVrv::DtUniqueID type.
makVrv::DtDiGuyScenario * myLightweightInstance
Definition: vrfDiGuyCharacterDataManager.h:104
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:76
makVrv::DtDe & myDe
Definition: vrfDiGuyCharacterDataManager.h:103
Owns a DiGuy scenario for the application.
Definition: DtDiGuyScenario.h:87

Document ID: Generated on Thu Oct 23 22:29:17 EDT 2025 from SVN revision 280951
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