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| EMICostume (const Common::String &filename, Actor *owner, Costume *prevCost) |
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void | load (Common::SeekableReadStream *data) override |
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void | draw () override |
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int | update (uint time) override |
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void | playChore (int num, uint msecs=0) override |
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void | playChoreLooping (int num, uint msecs=0) override |
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void | saveState (SaveGame *state) const override |
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bool | restoreState (SaveGame *state) override |
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Material * | loadMaterial (const Common::String &name, bool clamp) |
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Material * | findMaterial (const Common::String &name) |
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void | setHead (const char *joint, const Math::Vector3d &offset) |
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void | setHeadLimits (float yawRange, float maxPitch, float minPitch) |
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EMIModel * | getEMIModel () const |
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EMIModel * | getEMIModel (int num) const |
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| Costume (const Common::String &filename, Actor *owner, Costume *prevCost) |
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const Common::String & | getFilename () const |
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void | playChore (const char *name, uint msecs=0) |
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void | playChoreLooping (const char *name, uint msecs=0) |
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void | setChoreLastFrame (int num) |
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void | setChoreLooping (int num, bool val) |
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void | stopChore (int num, uint msecs=0) |
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void | fadeChoreIn (int chore, uint msecs) |
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void | fadeChoreOut (int chore, uint msecs) |
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ModelNode * | getModelNodes () |
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Model * | getModel () |
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void | setColormap (const Common::String &map) |
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void | stopChores (bool ignoreLoopingChores=false, int msecs=0) |
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int | isChoring (const char *name, bool excludeLooping) |
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int | isChoring (int num, bool excludeLooping) |
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int | isChoring (bool excludeLooping) |
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int | getNumChores () const |
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Chore * | getChore (const char *name) |
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Chore * | getChore (int i) |
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int | getChoreId (const char *name) |
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const Common::List< Chore * > & | getPlayingChores () const |
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void | setHead (int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw) |
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void | setLookAtRate (float rate) |
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float | getLookAtRate () const |
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virtual void | moveHead (bool entering, const Math::Vector3d &lookAt) |
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int | getHeadJoint () const |
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CMap * | getCMap () |
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void | animate () |
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void | getBoundingBox (int *x1, int *y1, int *x2, int *y2) |
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void | setPosRotate (const Math::Vector3d &pos, const Math::Angle &pitch, const Math::Angle &yaw, const Math::Angle &roll) |
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Math::Matrix4 | getMatrix () const |
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Actor * | getOwner () const |
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Costume * | getPreviousCostume () const |
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Component * | getComponent (int num) |
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void | reset () |
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void | reference () |
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void | dereference () |
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int32 | getId () const |
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