<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> <title>Crystal Space 1.2.1: iSprite3DState Struct Reference (Crystal Space 1.2.1 Public API Reference)</title> <link href="tabs.css" rel="stylesheet" type="text/css"> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head><body> <table border="0" cellpadding="0" cellspacing="0" width="100%" class="head"> <tr height="59"> <td class="head" width="202" valign="bottom" style="padding-left:0;"><a href="http://www.crystalspace3d.org/"><img src="csblur.png" width="236" height="59" alt="CrystalSpace" border="0"></a></td> <td class="head"><h2>Public API Reference</h2></td> </tr> <tr height="11"> <td colspan="2" class="headshadow" valign="top" style="padding-left:0;"><img src="csblurb.png" width="236" height="11" alt="" border="0"></td> </tr> </table> <div class="content"> <!-- Generated by Doxygen 1.5.3 --> <div class="tabs"> <ul> <li><a href="index.html"><span>Main Page</span></a></li> <li><a href="modules.html"><span>Modules</span></a></li> <li><a href="namespaces.html"><span>Namespaces</span></a></li> <li class="current"><a href="classes.html"><span>Classes</span></a></li> <li><a href="files.html"><span>Files</span></a></li> <li><a href="pages.html"><span>Related Pages</span></a></li> </ul> </div> <div class="tabs"> <ul> <li><a href="classes.html"><span>Alphabetical List</span></a></li> <li><a href="annotated.html"><span>Class List</span></a></li> <li><a href="hierarchy.html"><span>Class Hierarchy</span></a></li> <li><a href="functions.html"><span>Class Members</span></a></li> </ul> </div> <h1>iSprite3DState Struct Reference<br> <small> [<a class="el" href="group__meshplugins.html">Mesh plugins</a>]</small> </h1><!-- doxytag: class="iSprite3DState" --><!-- doxytag: inherits="iBase" -->This interface describes the API for the 3D sprite mesh object. <a href="#_details">More...</a> <p> <code>#include <<a class="el" href="sprite3d_8h-source.html">imesh/sprite3d.h</a>></code> <p> <div class="dynheader"> Inheritance diagram for iSprite3DState:</div> <div class="dynsection"> <p><center><img src="structiSprite3DState__inherit__graph.png" border="0" usemap="#iSprite3DState__inherit__map" alt="Inheritance graph"></center> <map name="iSprite3DState__inherit__map"> <area shape="rect" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one..." alt="" coords="36,7,92,33"></map> <center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center></div> <p> <a href="structiSprite3DState-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0"> <tr><td></td></tr> <tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#04b59a3bbedebe1c8398fb90c5f574f7">EnableTweening</a> (bool en)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Enable/disable tweening. <a href="#04b59a3bbedebe1c8398fb90c5f574f7"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structiSpriteSocket.html">iSpriteSocket</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#bc54eb503c20e07138812cef8a474a28">FindSocket</a> (const char *name) const =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">find a named socket into the sprite. <a href="#bc54eb503c20e07138812cef8a474a28"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structiSpriteSocket.html">iSpriteSocket</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#a609ba0277bdef4d2a1008bd4b8e9531">FindSocket</a> (<a class="el" href="structiMeshWrapper.html">iMeshWrapper</a> *mesh) const =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">find a socked based on the sprite attached to it. <a href="#a609ba0277bdef4d2a1008bd4b8e9531"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structiSpriteAction.html">iSpriteAction</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#c355b5c90a671bd7bb4c564a56613543">GetCurAction</a> () const =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Get the current action. <a href="#c355b5c90a671bd7bb4c564a56613543"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual int </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#c20e17c5c7b4cbd636f4c19b82bacba6">GetCurFrame</a> () const =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Get the current frame number. <a href="#c20e17c5c7b4cbd636f4c19b82bacba6"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual int </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#59ae625ed953735af7e030098c729deb">GetFrameCount</a> () const =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Get the number of frames. <a href="#59ae625ed953735af7e030098c729deb"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual int </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#2b4f30d2327aaa744ffb780c20b500e0">GetLightingQuality</a> ()=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Returns the lighting quality level used by this sprite. <a href="#2b4f30d2327aaa744ffb780c20b500e0"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual int </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#397c88f2912c1827178e97f1e459151f">GetLightingQualityConfig</a> () const =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Returns what this sprite is using for determining the lighting quality. <a href="#397c88f2912c1827178e97f1e459151f"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual int </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#abaa81f34b39bfde7ecad1e3c826b42b">GetLodLevelConfig</a> () const =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Returns what this sprite is using for determining the lighting quality. <a href="#abaa81f34b39bfde7ecad1e3c826b42b"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="group__util.html#g91ad9478d81a7aaf2593e8d9c3d06a14">uint</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#3acd4e3aa8955c10e6adf70ebc2c4cb1">GetMixMode</a> () const =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Get mix mode. <a href="#3acd4e3aa8955c10e6adf70ebc2c4cb1"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#95f07c9d1972afcd0b75d74015e223a1">GetReverseAction</a> () const =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Get whether the current action is reversed or not. <a href="#95f07c9d1972afcd0b75d74015e223a1"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#13beb65607c68ddd741f945eb645ff9a">IsLighting</a> () const =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Get lighting. <a href="#13beb65607c68ddd741f945eb645ff9a"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#c4044db8b20dae41a6d8b6244e32a05e">IsLodEnabled</a> () const =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Returns true if lod is enabled, else false. <a href="#c4044db8b20dae41a6d8b6244e32a05e"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#c68bc001cd3578b26074e49926ed30e0">IsTweeningEnabled</a> () const =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Query state of tweening. <a href="#c68bc001cd3578b26074e49926ed30e0"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#7fe2441bd9a8c3d10c1a3ebb966ce4c1">PropagateAction</a> (const char *name)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Propogate set action to all children. <a href="#7fe2441bd9a8c3d10c1a3ebb966ce4c1"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#7e565179376964039b5ab11e782e2c82">SetAction</a> (int index, bool loop=true, float speed=1)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Select an action by index. <a href="#7e565179376964039b5ab11e782e2c82"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#4b0d9695cf0f4206fd8f00b9b11bb266">SetAction</a> (const char *name, bool loop=true, float speed=1)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Select an action by name. <a href="#4b0d9695cf0f4206fd8f00b9b11bb266"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#a86a71fdc8dea37867e40275395f8212">SetFrame</a> (int f)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Go to a specified frame. <a href="#a86a71fdc8dea37867e40275395f8212"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#2f42e07b016184ce5366051e4b703755">SetLighting</a> (bool l)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Set lighting. <a href="#2f42e07b016184ce5366051e4b703755"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#7b0d2d62912721a523236aa1e70ad1c7">SetLightingQualityConfig</a> (int config_flag)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Sets which lighting config variable this sprite will use. <a href="#7b0d2d62912721a523236aa1e70ad1c7"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#c1cc04a1c72b532f40d6e16fd2a610e2">SetLocalLightingQuality</a> (int lighting_quality)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Sets the local lighting quality for this sprite. <a href="#c1cc04a1c72b532f40d6e16fd2a610e2"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#f06df0fb63889ba88754f961b206c194">SetLodLevelConfig</a> (int config_flag)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Sets which lighting config variable this sprite will use. <a href="#f06df0fb63889ba88754f961b206c194"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#7ef155eb3691ac41fa903b2c747a883e">SetMixMode</a> (<a class="el" href="group__util.html#g91ad9478d81a7aaf2593e8d9c3d06a14">uint</a> mode)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Set mix mode. <a href="#7ef155eb3691ac41fa903b2c747a883e"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#5979edbeda9ea282cf915754cd0fa47f">SetOverrideAction</a> (int index, float speed=1)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">This sets an action to run one time, then the sprite reverts to the prior action. <a href="#5979edbeda9ea282cf915754cd0fa47f"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#279709306f8a7d73884f18f2fa65a2ce">SetOverrideAction</a> (const char *name, float speed=1)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">This sets an action to run one time, then the sprite reverts to the prior action. <a href="#279709306f8a7d73884f18f2fa65a2ce"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#a7695d886e63bfe83a09df5b939b3830">SetReverseAction</a> (bool reverse)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Set whether action should run in reverse or not. <a href="#a7695d886e63bfe83a09df5b939b3830"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#9e8430cbbd189c9ba5ba40d4821df10b">SetSingleStepAction</a> (bool singlestep)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Set single-step frame advance flag on actions. <a href="#9e8430cbbd189c9ba5ba40d4821df10b"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#0f4a7e5d65d8fc24ff5728425db8a339">UnsetTexture</a> ()=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Unset the texture (i.e. use the one from the factory). <a href="#0f4a7e5d65d8fc24ff5728425db8a339"></a><br></td></tr> </table> <hr><a name="_details"></a><h2>Detailed Description</h2> This interface describes the API for the 3D sprite mesh object. <p> <dl compact><dt><b><a class="el" href="todo.html#_todo000022">Todo:</a></b></dt><dd>What about convenience functions to set colors for verts? </dd></dl> <p>Definition at line <a class="el" href="sprite3d_8h-source.html#l00317">317</a> of file <a class="el" href="sprite3d_8h-source.html">sprite3d.h</a>.</p> <hr><h2>Member Function Documentation</h2> <a class="anchor" name="04b59a3bbedebe1c8398fb90c5f574f7"></a><!-- doxytag: member="iSprite3DState::EnableTweening" ref="04b59a3bbedebe1c8398fb90c5f574f7" args="(bool en)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iSprite3DState::EnableTweening </td> <td>(</td> <td class="paramtype">bool </td> <td class="paramname"> <em>en</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Enable/disable tweening. <p> </div> </div><p> <a class="anchor" name="bc54eb503c20e07138812cef8a474a28"></a><!-- doxytag: member="iSprite3DState::FindSocket" ref="bc54eb503c20e07138812cef8a474a28" args="(const char *name) const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual <a class="el" href="structiSpriteSocket.html">iSpriteSocket</a>* iSprite3DState::FindSocket </td> <td>(</td> <td class="paramtype">const char * </td> <td class="paramname"> <em>name</em> </td> <td> ) </td> <td width="100%"> const<code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> find a named socket into the sprite. <p> </div> </div><p> <a class="anchor" name="a609ba0277bdef4d2a1008bd4b8e9531"></a><!-- doxytag: member="iSprite3DState::FindSocket" ref="a609ba0277bdef4d2a1008bd4b8e9531" args="(iMeshWrapper *mesh) const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual <a class="el" href="structiSpriteSocket.html">iSpriteSocket</a>* iSprite3DState::FindSocket </td> <td>(</td> <td class="paramtype"><a class="el" href="structiMeshWrapper.html">iMeshWrapper</a> * </td> <td class="paramname"> <em>mesh</em> </td> <td> ) </td> <td width="100%"> const<code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> find a socked based on the sprite attached to it. <p> </div> </div><p> <a class="anchor" name="c355b5c90a671bd7bb4c564a56613543"></a><!-- doxytag: member="iSprite3DState::GetCurAction" ref="c355b5c90a671bd7bb4c564a56613543" args="() const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual <a class="el" href="structiSpriteAction.html">iSpriteAction</a>* iSprite3DState::GetCurAction </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"> const<code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Get the current action. <p> </div> </div><p> <a class="anchor" name="c20e17c5c7b4cbd636f4c19b82bacba6"></a><!-- doxytag: member="iSprite3DState::GetCurFrame" ref="c20e17c5c7b4cbd636f4c19b82bacba6" args="() const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual int iSprite3DState::GetCurFrame </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"> const<code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Get the current frame number. <p> </div> </div><p> <a class="anchor" name="59ae625ed953735af7e030098c729deb"></a><!-- doxytag: member="iSprite3DState::GetFrameCount" ref="59ae625ed953735af7e030098c729deb" args="() const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual int iSprite3DState::GetFrameCount </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"> const<code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Get the number of frames. <p> </div> </div><p> <a class="anchor" name="2b4f30d2327aaa744ffb780c20b500e0"></a><!-- doxytag: member="iSprite3DState::GetLightingQuality" ref="2b4f30d2327aaa744ffb780c20b500e0" args="()=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual int iSprite3DState::GetLightingQuality </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Returns the lighting quality level used by this sprite. <p> See SPR_LIGHTING_* macros defined in this header for the different types of lighting. </div> </div><p> <a class="anchor" name="397c88f2912c1827178e97f1e459151f"></a><!-- doxytag: member="iSprite3DState::GetLightingQualityConfig" ref="397c88f2912c1827178e97f1e459151f" args="() const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual int iSprite3DState::GetLightingQualityConfig </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"> const<code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Returns what this sprite is using for determining the lighting quality. <p> </div> </div><p> <a class="anchor" name="abaa81f34b39bfde7ecad1e3c826b42b"></a><!-- doxytag: member="iSprite3DState::GetLodLevelConfig" ref="abaa81f34b39bfde7ecad1e3c826b42b" args="() const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual int iSprite3DState::GetLodLevelConfig </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"> const<code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Returns what this sprite is using for determining the lighting quality. <p> </div> </div><p> <a class="anchor" name="3acd4e3aa8955c10e6adf70ebc2c4cb1"></a><!-- doxytag: member="iSprite3DState::GetMixMode" ref="3acd4e3aa8955c10e6adf70ebc2c4cb1" args="() const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual <a class="el" href="group__util.html#g91ad9478d81a7aaf2593e8d9c3d06a14">uint</a> iSprite3DState::GetMixMode </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"> const<code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Get mix mode. <p> </div> </div><p> <a class="anchor" name="95f07c9d1972afcd0b75d74015e223a1"></a><!-- doxytag: member="iSprite3DState::GetReverseAction" ref="95f07c9d1972afcd0b75d74015e223a1" args="() const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual bool iSprite3DState::GetReverseAction </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"> const<code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Get whether the current action is reversed or not. <p> </div> </div><p> <a class="anchor" name="13beb65607c68ddd741f945eb645ff9a"></a><!-- doxytag: member="iSprite3DState::IsLighting" ref="13beb65607c68ddd741f945eb645ff9a" args="() const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual bool iSprite3DState::IsLighting </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"> const<code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Get lighting. <p> </div> </div><p> <a class="anchor" name="c4044db8b20dae41a6d8b6244e32a05e"></a><!-- doxytag: member="iSprite3DState::IsLodEnabled" ref="c4044db8b20dae41a6d8b6244e32a05e" args="() const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual bool iSprite3DState::IsLodEnabled </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"> const<code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Returns true if lod is enabled, else false. <p> </div> </div><p> <a class="anchor" name="c68bc001cd3578b26074e49926ed30e0"></a><!-- doxytag: member="iSprite3DState::IsTweeningEnabled" ref="c68bc001cd3578b26074e49926ed30e0" args="() const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual bool iSprite3DState::IsTweeningEnabled </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"> const<code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Query state of tweening. <p> </div> </div><p> <a class="anchor" name="7fe2441bd9a8c3d10c1a3ebb966ce4c1"></a><!-- doxytag: member="iSprite3DState::PropagateAction" ref="7fe2441bd9a8c3d10c1a3ebb966ce4c1" args="(const char *name)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual bool iSprite3DState::PropagateAction </td> <td>(</td> <td class="paramtype">const char * </td> <td class="paramname"> <em>name</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Propogate set action to all children. <p> </div> </div><p> <a class="anchor" name="7e565179376964039b5ab11e782e2c82"></a><!-- doxytag: member="iSprite3DState::SetAction" ref="7e565179376964039b5ab11e782e2c82" args="(int index, bool loop=true, float speed=1)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual bool iSprite3DState::SetAction </td> <td>(</td> <td class="paramtype">int </td> <td class="paramname"> <em>index</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">bool </td> <td class="paramname"> <em>loop</em> = <code>true</code>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">float </td> <td class="paramname"> <em>speed</em> = <code>1</code></td><td> </td> </tr> <tr> <td></td> <td>)</td> <td></td><td></td><td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Select an action by index. <p> If 'loop'==false the animation will not loop. </div> </div><p> <a class="anchor" name="4b0d9695cf0f4206fd8f00b9b11bb266"></a><!-- doxytag: member="iSprite3DState::SetAction" ref="4b0d9695cf0f4206fd8f00b9b11bb266" args="(const char *name, bool loop=true, float speed=1)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual bool iSprite3DState::SetAction </td> <td>(</td> <td class="paramtype">const char * </td> <td class="paramname"> <em>name</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">bool </td> <td class="paramname"> <em>loop</em> = <code>true</code>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">float </td> <td class="paramname"> <em>speed</em> = <code>1</code></td><td> </td> </tr> <tr> <td></td> <td>)</td> <td></td><td></td><td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Select an action by name. <p> If 'loop'==false the animation will not loop. </div> </div><p> <a class="anchor" name="a86a71fdc8dea37867e40275395f8212"></a><!-- doxytag: member="iSprite3DState::SetFrame" ref="a86a71fdc8dea37867e40275395f8212" args="(int f)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iSprite3DState::SetFrame </td> <td>(</td> <td class="paramtype">int </td> <td class="paramname"> <em>f</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Go to a specified frame. <p> </div> </div><p> <a class="anchor" name="2f42e07b016184ce5366051e4b703755"></a><!-- doxytag: member="iSprite3DState::SetLighting" ref="2f42e07b016184ce5366051e4b703755" args="(bool l)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iSprite3DState::SetLighting </td> <td>(</td> <td class="paramtype">bool </td> <td class="paramname"> <em>l</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Set lighting. <p> </div> </div><p> <a class="anchor" name="7b0d2d62912721a523236aa1e70ad1c7"></a><!-- doxytag: member="iSprite3DState::SetLightingQualityConfig" ref="7b0d2d62912721a523236aa1e70ad1c7" args="(int config_flag)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iSprite3DState::SetLightingQualityConfig </td> <td>(</td> <td class="paramtype">int </td> <td class="paramname"> <em>config_flag</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Sets which lighting config variable this sprite will use. <p> The options are:<ul> <li>CS_SPR_LIGHT_GLOBAL (default)</li><li>CS_SPR_LIGHT_TEMPLATE</li><li>CS_SPR_LIGHT_LOCAL </li></ul> </div> </div><p> <a class="anchor" name="c1cc04a1c72b532f40d6e16fd2a610e2"></a><!-- doxytag: member="iSprite3DState::SetLocalLightingQuality" ref="c1cc04a1c72b532f40d6e16fd2a610e2" args="(int lighting_quality)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iSprite3DState::SetLocalLightingQuality </td> <td>(</td> <td class="paramtype">int </td> <td class="paramname"> <em>lighting_quality</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Sets the local lighting quality for this sprite. <p> NOTE: you must use SetLightingQualityConfig (CS_SPR_LIGHT_LOCAL) for the sprite to use this. </div> </div><p> <a class="anchor" name="f06df0fb63889ba88754f961b206c194"></a><!-- doxytag: member="iSprite3DState::SetLodLevelConfig" ref="f06df0fb63889ba88754f961b206c194" args="(int config_flag)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iSprite3DState::SetLodLevelConfig </td> <td>(</td> <td class="paramtype">int </td> <td class="paramname"> <em>config_flag</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Sets which lighting config variable this sprite will use. <p> The options are:<ul> <li>CS_SPR_LOD_GLOBAL (default)</li><li>CS_SPR_LOD_TEMPLATE</li><li>CS_SPR_LOD_LOCAL </li></ul> </div> </div><p> <a class="anchor" name="7ef155eb3691ac41fa903b2c747a883e"></a><!-- doxytag: member="iSprite3DState::SetMixMode" ref="7ef155eb3691ac41fa903b2c747a883e" args="(uint mode)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iSprite3DState::SetMixMode </td> <td>(</td> <td class="paramtype"><a class="el" href="group__util.html#g91ad9478d81a7aaf2593e8d9c3d06a14">uint</a> </td> <td class="paramname"> <em>mode</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Set mix mode. <p> </div> </div><p> <a class="anchor" name="5979edbeda9ea282cf915754cd0fa47f"></a><!-- doxytag: member="iSprite3DState::SetOverrideAction" ref="5979edbeda9ea282cf915754cd0fa47f" args="(int index, float speed=1)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual bool iSprite3DState::SetOverrideAction </td> <td>(</td> <td class="paramtype">int </td> <td class="paramname"> <em>index</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">float </td> <td class="paramname"> <em>speed</em> = <code>1</code></td><td> </td> </tr> <tr> <td></td> <td>)</td> <td></td><td></td><td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> This sets an action to run one time, then the sprite reverts to the prior action. <p> </div> </div><p> <a class="anchor" name="279709306f8a7d73884f18f2fa65a2ce"></a><!-- doxytag: member="iSprite3DState::SetOverrideAction" ref="279709306f8a7d73884f18f2fa65a2ce" args="(const char *name, float speed=1)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual bool iSprite3DState::SetOverrideAction </td> <td>(</td> <td class="paramtype">const char * </td> <td class="paramname"> <em>name</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">float </td> <td class="paramname"> <em>speed</em> = <code>1</code></td><td> </td> </tr> <tr> <td></td> <td>)</td> <td></td><td></td><td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> This sets an action to run one time, then the sprite reverts to the prior action. <p> </div> </div><p> <a class="anchor" name="a7695d886e63bfe83a09df5b939b3830"></a><!-- doxytag: member="iSprite3DState::SetReverseAction" ref="a7695d886e63bfe83a09df5b939b3830" args="(bool reverse)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iSprite3DState::SetReverseAction </td> <td>(</td> <td class="paramtype">bool </td> <td class="paramname"> <em>reverse</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Set whether action should run in reverse or not. <p> </div> </div><p> <a class="anchor" name="9e8430cbbd189c9ba5ba40d4821df10b"></a><!-- doxytag: member="iSprite3DState::SetSingleStepAction" ref="9e8430cbbd189c9ba5ba40d4821df10b" args="(bool singlestep)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iSprite3DState::SetSingleStepAction </td> <td>(</td> <td class="paramtype">bool </td> <td class="paramname"> <em>singlestep</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Set single-step frame advance flag on actions. <p> </div> </div><p> <a class="anchor" name="0f4a7e5d65d8fc24ff5728425db8a339"></a><!-- doxytag: member="iSprite3DState::UnsetTexture" ref="0f4a7e5d65d8fc24ff5728425db8a339" args="()=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iSprite3DState::UnsetTexture </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Unset the texture (i.e. use the one from the factory). <p> </div> </div><p> <hr>The documentation for this struct was generated from the following file:<ul> <li>imesh/<a class="el" href="sprite3d_8h-source.html">sprite3d.h</a></ul> <hr size="1"><address><small>Generated for Crystal Space 1.2.1 by <a href="http://www.doxygen.org/index.html">doxygen</a> 1.5.3 </small></address> </div></body> </html>