Pyrogenesis
13997
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The visual representation of an entity (typically an actor). More...
#include <ICmpVisual.h>
Public Member Functions | |
virtual CBoundingBoxAligned | GetBounds ()=0 |
Get the world-space bounding box of the object's visual representation. More... | |
virtual CBoundingBoxOriented | GetSelectionBox ()=0 |
Get the oriented world-space bounding box of the object's visual representation, clipped at the Y=0 plane in object space to prevent it from extending into the terrain. More... | |
virtual CVector3D | GetPosition ()=0 |
Get the world-space position of the base point of the object's visual representation. More... | |
virtual std::wstring | GetActorShortName ()=0 |
Return the short name of the actor that's being displayed, or the empty string on error. More... | |
virtual std::wstring | GetProjectileActor ()=0 |
Return the filename of the actor to be used for projectiles from this unit, or the empty string if none. More... | |
virtual CVector3D | GetProjectileLaunchPoint ()=0 |
Return the exact position where a projectile should be launched from (based on the actor's ammo prop points). More... | |
virtual CUnit * | GetUnit ()=0 |
Returns the underlying unit of this visual actor. More... | |
virtual void | SelectAnimation (std::string name, bool once, fixed speed, std::wstring soundgroup)=0 |
Start playing the given animation. More... | |
virtual void | ReplaceMoveAnimation (std::string name, std::string replace)=0 |
Replaces a specified animation with another. More... | |
virtual void | ResetMoveAnimation (std::string name)=0 |
Ensures that the given animation will be used when it normally would be, removing reference to any animation that might replace it. More... | |
virtual void | SetUnitEntitySelection (const CStr &selection)=0 |
Sets the specified entity selection on the underlying unit. More... | |
virtual void | SelectMovementAnimation (fixed runThreshold)=0 |
Start playing the walk/run animations, scaled to the unit's movement speed. More... | |
virtual void | SetAnimationSyncRepeat (fixed repeattime)=0 |
Adjust the speed of the current animation, so it can match simulation events. More... | |
virtual void | SetAnimationSyncOffset (fixed actiontime)=0 |
Adjust the offset of the current animation, so it can match simulation events. More... | |
virtual void | SetShadingColour (fixed r, fixed g, fixed b, fixed a)=0 |
Set the shading colour that will be modulated with the model's textures. More... | |
virtual void | SetVariable (std::string name, float value)=0 |
Set an arbitrarily-named variable that the model may use to alter its appearance (e.g. More... | |
virtual u32 | GetActorSeed ()=0 |
Get actor seed used for random variations. More... | |
virtual void | SetActorSeed (u32 seed)=0 |
Set actor seed for random variations and reload model. More... | |
virtual bool | HasConstructionPreview ()=0 |
Returns true if this entity should have a construction preview. More... | |
virtual void | SetConstructionProgress (fixed progress)=0 |
Set construction progress of the model, this affects the rendered position of the model. More... | |
virtual void | Hotload (const VfsPath &name)=0 |
Called when an actor file has been modified and reloaded dynamically. More... | |
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virtual | ~IComponent () |
virtual void | Init (const CParamNode ¶mNode)=0 |
virtual void | Deinit ()=0 |
virtual void | HandleMessage (const CMessage &msg, bool global) |
CEntityHandle | GetEntityHandle () const |
void | SetEntityHandle (CEntityHandle ent) |
entity_id_t | GetEntityId () const |
CEntityHandle | GetSystemEntity () const |
const CSimContext & | GetSimContext () const |
void | SetSimContext (const CSimContext &context) |
virtual void | Serialize (ISerializer &serialize)=0 |
virtual void | Deserialize (const CParamNode ¶mNode, IDeserializer &deserialize)=0 |
virtual JSClass * | GetJSClass () const |
virtual jsval | GetJSInstance () const |
Additional Inherited Members | |
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static std::string | GetSchema () |
static u8 | GetSerializationVersion () |
The visual representation of an entity (typically an actor).
Definition at line 34 of file ICmpVisual.h.
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pure virtual |
Get actor seed used for random variations.
Implemented in CCmpVisualActor.
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pure virtual |
Return the short name of the actor that's being displayed, or the empty string on error.
(Not safe for use in simulation code.)
Implemented in CCmpVisualActor.
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pure virtual |
Get the world-space bounding box of the object's visual representation.
(Not safe for use in simulation code.)
Implemented in CCmpVisualActor.
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pure virtual |
Get the world-space position of the base point of the object's visual representation.
(Not safe for use in simulation code.)
Implemented in CCmpVisualActor.
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pure virtual |
Return the filename of the actor to be used for projectiles from this unit, or the empty string if none.
(Not safe for use in simulation code.)
Implemented in CCmpVisualActor.
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pure virtual |
Return the exact position where a projectile should be launched from (based on the actor's ammo prop points).
Returns (0,0,0) if no point can be found.
Implemented in CCmpVisualActor.
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pure virtual |
Get the oriented world-space bounding box of the object's visual representation, clipped at the Y=0 plane in object space to prevent it from extending into the terrain.
The primary difference with GetBounds is that this bounding box is not aligned to the world axes, but arbitrarily rotated according to the model transform.
Implemented in CCmpVisualActor.
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pure virtual |
Returns the underlying unit of this visual actor.
May return NULL to indicate that no unit exists (e.g. may happen if the game is started without graphics rendering). Originally intended for introspection purposes in Atlas; for other purposes, consider using a specialized getter first.
Implemented in CCmpVisualActor.
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pure virtual |
Returns true if this entity should have a construction preview.
Implemented in CCmpVisualActor.
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pure virtual |
Called when an actor file has been modified and reloaded dynamically.
If this component uses the named actor file, it should regenerate its actor to pick up the new definitions.
Implemented in CCmpVisualActor.
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pure virtual |
Replaces a specified animation with another.
Only affects the special speed-based animation determination behaviour.
name | Animation to match. |
replace | Animation that should replace the matched animation. |
Implemented in CCmpVisualActor.
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pure virtual |
Ensures that the given animation will be used when it normally would be, removing reference to any animation that might replace it.
name | Animation name to remove from the replacement map. |
Implemented in CCmpVisualActor.
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pure virtual |
Start playing the given animation.
If there are multiple possible animations then it will pick one at random (not network-synchronised). If soundgroup
is specified, then the sound will be played at each 'event' point in the animation cycle.
name | animation name (e.g. "idle", "walk", "melee"; the names are determined by actor XML files) |
once | if true then the animation will play once and freeze at the final frame, else it will loop |
speed | animation speed multiplier (typically 1.0 for the default speed) |
soundgroup | VFS path of sound group .xml, relative to audio/, or empty string for none |
Implemented in CCmpVisualActor.
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pure virtual |
Start playing the walk/run animations, scaled to the unit's movement speed.
runThreshold | movement speed at which to switch to the run animation |
Implemented in CCmpVisualActor.
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pure virtual |
Set actor seed for random variations and reload model.
Implemented in CCmpVisualActor.
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pure virtual |
Adjust the offset of the current animation, so it can match simulation events.
actiontime | time between now and when the 'action' event should occur, in msec |
Implemented in CCmpVisualActor.
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pure virtual |
Adjust the speed of the current animation, so it can match simulation events.
repeattime | time for complete loop of animation, in msec |
Implemented in CCmpVisualActor.
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pure virtual |
Set construction progress of the model, this affects the rendered position of the model.
0.0 will be fully underground, 1.0 will be fully visible, 0.5 will be half underground.
Implemented in CCmpVisualActor.
Set the shading colour that will be modulated with the model's textures.
Default shading is (1, 1, 1, 1). Alpha should probably be 1 else it's unlikely to work properly.
r | red component, expected range [0, 1] |
g | green component, expected range [0, 1] |
b | blue component, expected range [0, 1] |
a | alpha component, expected range [0, 1] |
Implemented in CCmpVisualActor.
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pure virtual |
Sets the specified entity selection on the underlying unit.
Implemented in CCmpVisualActor.
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pure virtual |
Set an arbitrarily-named variable that the model may use to alter its appearance (e.g.
in particle emitter parameter computations).
Implemented in CCmpVisualActor.