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<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 &lt;<a class="el" href="sprite3d_8h-source.html">imesh/sprite3d.h</a>&gt;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#04b59a3bbedebe1c8398fb90c5f574f7">EnableTweening</a> (bool en)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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> *&nbsp;</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">&nbsp;</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> *&nbsp;</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">&nbsp;</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> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#c355b5c90a671bd7bb4c564a56613543">GetCurAction</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#c20e17c5c7b4cbd636f4c19b82bacba6">GetCurFrame</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#59ae625ed953735af7e030098c729deb">GetFrameCount</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#2b4f30d2327aaa744ffb780c20b500e0">GetLightingQuality</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#397c88f2912c1827178e97f1e459151f">GetLightingQualityConfig</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#abaa81f34b39bfde7ecad1e3c826b42b">GetLodLevelConfig</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#3acd4e3aa8955c10e6adf70ebc2c4cb1">GetMixMode</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#95f07c9d1972afcd0b75d74015e223a1">GetReverseAction</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#13beb65607c68ddd741f945eb645ff9a">IsLighting</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get lighting.  <a href="#13beb65607c68ddd741f945eb645ff9a"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#c4044db8b20dae41a6d8b6244e32a05e">IsLodEnabled</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#c68bc001cd3578b26074e49926ed30e0">IsTweeningEnabled</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</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">&nbsp;</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&nbsp;</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">&nbsp;</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&nbsp;</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">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#a86a71fdc8dea37867e40275395f8212">SetFrame</a> (int f)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#2f42e07b016184ce5366051e4b703755">SetLighting</a> (bool l)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set lighting.  <a href="#2f42e07b016184ce5366051e4b703755"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</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">&nbsp;</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&nbsp;</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">&nbsp;</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&nbsp;</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">&nbsp;</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&nbsp;</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">&nbsp;</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&nbsp;</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">&nbsp;</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&nbsp;</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">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#a7695d886e63bfe83a09df5b939b3830">SetReverseAction</a> (bool reverse)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#9e8430cbbd189c9ba5ba40d4821df10b">SetSingleStepAction</a> (bool singlestep)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiSprite3DState.html#0f4a7e5d65d8fc24ff5728425db8a339">UnsetTexture</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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" -->
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          <td class="memname">virtual void iSprite3DState::EnableTweening           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>en</em>          </td>
          <td>&nbsp;)&nbsp;</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" -->
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          <td class="memname">virtual <a class="el" href="structiSpriteSocket.html">iSpriteSocket</a>* iSprite3DState::FindSocket           </td>
          <td>(</td>
          <td class="paramtype">const char *&nbsp;</td>
          <td class="paramname"> <em>name</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [pure virtual]</code></td>
        </tr>
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</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" -->
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          <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> *&nbsp;</td>
          <td class="paramname"> <em>mesh</em>          </td>
          <td>&nbsp;)&nbsp;</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" -->
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          <td class="memname">virtual <a class="el" href="structiSpriteAction.html">iSpriteAction</a>* iSprite3DState::GetCurAction           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [pure virtual]</code></td>
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<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" -->
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          <td class="memname">virtual int iSprite3DState::GetCurFrame           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [pure virtual]</code></td>
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<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" -->
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          <td class="memname">virtual int iSprite3DState::GetFrameCount           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [pure virtual]</code></td>
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<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" -->
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          <td class="memname">virtual int iSprite3DState::GetLightingQuality           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
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<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" -->
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          <td class="memname">virtual int iSprite3DState::GetLightingQualityConfig           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</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>&nbsp;)&nbsp;</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">
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        <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>&nbsp;)&nbsp;</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">
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        <tr>
          <td class="memname">virtual bool iSprite3DState::GetReverseAction           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</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" -->
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          <td class="memname">virtual bool iSprite3DState::IsLighting           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</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" -->
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<div class="memproto">
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        <tr>
          <td class="memname">virtual bool iSprite3DState::IsLodEnabled           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [pure virtual]</code></td>
        </tr>
      </table>
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<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" -->
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<div class="memproto">
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        <tr>
          <td class="memname">virtual bool iSprite3DState::IsTweeningEnabled           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</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" -->
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<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual bool iSprite3DState::PropagateAction           </td>
          <td>(</td>
          <td class="paramtype">const char *&nbsp;</td>
          <td class="paramname"> <em>name</em>          </td>
          <td>&nbsp;)&nbsp;</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" -->
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        <tr>
          <td class="memname">virtual bool iSprite3DState::SetAction           </td>
          <td>(</td>
          <td class="paramtype">int&nbsp;</td>
          <td class="paramname"> <em>index</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>loop</em> = <code>true</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&nbsp;</td>
          <td class="paramname"> <em>speed</em> = <code>1</code></td><td>&nbsp;</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" -->
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<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual bool iSprite3DState::SetAction           </td>
          <td>(</td>
          <td class="paramtype">const char *&nbsp;</td>
          <td class="paramname"> <em>name</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>loop</em> = <code>true</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&nbsp;</td>
          <td class="paramname"> <em>speed</em> = <code>1</code></td><td>&nbsp;</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" -->
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        <tr>
          <td class="memname">virtual void iSprite3DState::SetFrame           </td>
          <td>(</td>
          <td class="paramtype">int&nbsp;</td>
          <td class="paramname"> <em>f</em>          </td>
          <td>&nbsp;)&nbsp;</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" -->
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        <tr>
          <td class="memname">virtual void iSprite3DState::SetLighting           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>l</em>          </td>
          <td>&nbsp;)&nbsp;</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&nbsp;</td>
          <td class="paramname"> <em>config_flag</em>          </td>
          <td>&nbsp;)&nbsp;</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" -->
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      <table class="memname">
        <tr>
          <td class="memname">virtual void iSprite3DState::SetLocalLightingQuality           </td>
          <td>(</td>
          <td class="paramtype">int&nbsp;</td>
          <td class="paramname"> <em>lighting_quality</em>          </td>
          <td>&nbsp;)&nbsp;</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&nbsp;</td>
          <td class="paramname"> <em>config_flag</em>          </td>
          <td>&nbsp;)&nbsp;</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>&nbsp;</td>
          <td class="paramname"> <em>mode</em>          </td>
          <td>&nbsp;)&nbsp;</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&nbsp;</td>
          <td class="paramname"> <em>index</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&nbsp;</td>
          <td class="paramname"> <em>speed</em> = <code>1</code></td><td>&nbsp;</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 *&nbsp;</td>
          <td class="paramname"> <em>name</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&nbsp;</td>
          <td class="paramname"> <em>speed</em> = <code>1</code></td><td>&nbsp;</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&nbsp;</td>
          <td class="paramname"> <em>reverse</em>          </td>
          <td>&nbsp;)&nbsp;</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&nbsp;</td>
          <td class="paramname"> <em>singlestep</em>          </td>
          <td>&nbsp;)&nbsp;</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" -->
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        <tr>
          <td class="memname">virtual void iSprite3DState::UnsetTexture           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</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>