Planeshift
Classes | Public Member Functions

psCharAppearance Class Reference

A manager class that handles all the details of a characters appearance. More...

#include <charapp.h>

List of all members.

Classes

struct  Attachment
 Delayed loading.

Public Member Functions

void ApplyEquipment (const csString &equipment)
 Apply a set of equipment based on a XML string.
void ApplyRider (iMeshWrapper *mesh)
 Handle the visual aspect of mounting, by attaching the rider's mesh on the back of the mount.
void ApplyTraits (const csString &traits)
 Apply a set of traits based on a XML string.
void BeardMesh (csString &submesh)
 Attach a beard sub mesh to the model.
bool ChangeMaterial (const char *part, const char *materialName)
 Change the material on a part of the model.
bool CheckLoadStatus ()
void ClearEquipment (const char *slot=NULL)
 Clears the equipment on a mesh.
void Clone (psCharAppearance *clone)
 Copy a current appearance class.
bool Dequip (csString &slotname, csString &mesh, csString &part, csString &subMesh, csString &texture, csString &removedMesh)
 Remove an item from the model.
void Equip (csString &slotname, csString &mesh, csString &part, csString &subMesh, csString &texture, csString &removedMesh)
 Equip an item onto the model.
void EyeColor (csVector3 &shader)
 Set the colour of the eyes.
void FaceTexture (csString &faceMaterial)
 Set the material we want to use for the face.
void HairColor (csVector3 &shader)
 Set the colour of the hair.
void HairMesh (csString &submesh)
 Attach a hair sub mesh to the model.
 psCharAppearance (iObjectRegistry *objectReg)
 Setup the class.
void SetMesh (iMeshWrapper *mesh)
 Set the mesh that is the base model character.
void SetSkinTone (csString &part, csString &material)
 Set the skin tone.
void SetSneak (bool sneaking)
void ShowHair (bool flag=true)
 Toggle the hair mesh on and off.
void ShowMeshes (csString &slot, csString &meshList, bool show=true)
 Toggle the meshes on and off.
void UpdateMeshShowStatus (csString &meshName)
 Checks if the mesh is hidden and in that case removes it.
 ~psCharAppearance ()

Detailed Description

A manager class that handles all the details of a characters appearance.

Definition at line 65 of file charapp.h.


Constructor & Destructor Documentation

psCharAppearance::psCharAppearance ( iObjectRegistry *  objectReg)

Setup the class.

Parameters:
objectRegThe Crystal Space registry so we can aquire some needed objects.
psCharAppearance::~psCharAppearance ( )

Member Function Documentation

void psCharAppearance::ApplyEquipment ( const csString &  equipment)

Apply a set of equipment based on a XML string.

Parameters:
equipmentThe XML formated string that has a list of the equipment to apply.
void psCharAppearance::ApplyRider ( iMeshWrapper *  mesh)

Handle the visual aspect of mounting, by attaching the rider's mesh on the back of the mount.

Parameters:
meshThe mount's mesh
void psCharAppearance::ApplyTraits ( const csString &  traits)

Apply a set of traits based on a XML string.

Parameters:
traitsThe XML formated string that has a list of the traits to apply.
void psCharAppearance::BeardMesh ( csString &  submesh)

Attach a beard sub mesh to the model.

Parameters:
submeshThe name of the beard sub mesh to attach.
bool psCharAppearance::ChangeMaterial ( const char *  part,
const char *  materialName 
)

Change the material on a part of the model.

Parameters:
partThe part of the model we want to change the materail on ( ex Torso )
materialNameThe name of the material to use.
Returns:
true if the material was changed.
bool psCharAppearance::CheckLoadStatus ( ) [virtual]

Implements DelayedLoader.

void psCharAppearance::ClearEquipment ( const char *  slot = NULL)

Clears the equipment on a mesh.

void psCharAppearance::Clone ( psCharAppearance clone)

Copy a current appearance class.

Parameters:
cloneThe class to copy.
bool psCharAppearance::Dequip ( csString &  slotname,
csString &  mesh,
csString &  part,
csString &  subMesh,
csString &  texture,
csString &  removedMesh 
)

Remove an item from the model.

Parameters:
slotnameThe socket we want to remove the item.
meshThe name of the 3D mesh in above socket.
partThe part of the model we want to change ( ie Torso )
subMeshThe submesh we want to remove ( ie $P_Plate )
textureThe texture to apply to that part.
removedMeshThe mesh to remove when this item is equipped
void psCharAppearance::Equip ( csString &  slotname,
csString &  mesh,
csString &  part,
csString &  subMesh,
csString &  texture,
csString &  removedMesh 
)

Equip an item onto the model.

Parameters:
slotnameThe socket we want to place the item.
meshThe name of the 3D mesh to attach in above socket.
partThe part of the model we want to change ( ie Torso )
subMeshThe submesh we want to use ( ie $P_Plate )
textureThe texture to apply to that part.
removedMeshThe mesh to remove when this item is equipped
void psCharAppearance::EyeColor ( csVector3 &  shader)

Set the colour of the eyes.

Parameters:
shaderthe R,G,B value of the shader to use on the eyes.
void psCharAppearance::FaceTexture ( csString &  faceMaterial)

Set the material we want to use for the face.

Parameters:
faceMaterialThe material to use.
void psCharAppearance::HairColor ( csVector3 &  shader)

Set the colour of the hair.

Parameters:
shaderthe R,G,B value of the shader to use on the hair.
void psCharAppearance::HairMesh ( csString &  submesh)

Attach a hair sub mesh to the model.

Parameters:
submeshThe name of the hair sub mesh to attach.
void psCharAppearance::SetMesh ( iMeshWrapper *  mesh)

Set the mesh that is the base model character.

Parameters:
meshThe mesh that will be the core model that we want to manage the appearance for.
void psCharAppearance::SetSkinTone ( csString &  part,
csString &  material 
)

Set the skin tone.

Parameters:
partThe part of the model to change.
materialThe material to use on that part.
void psCharAppearance::SetSneak ( bool  sneaking)
void psCharAppearance::ShowHair ( bool  flag = true)

Toggle the hair mesh on and off.

Parameters:
flagTrue if we want to show the hair. False if we want to hide it.
void psCharAppearance::ShowMeshes ( csString &  slot,
csString &  meshList,
bool  show = true 
)

Toggle the meshes on and off.

Parameters:
slotThe slot which which will apply/remove this restrain.
meshListThe list of meshes which will be applied/removed this restrain.
showTrue if the slot is a restrain to showing the mesh. False if it's not anymore.
void psCharAppearance::UpdateMeshShowStatus ( csString &  meshName)

Checks if the mesh is hidden and in that case removes it.

Useful when we are adding a new mesh to check if it should really show.

Parameters:
meshNameThe name of the mesh to check for restrains.

The documentation for this class was generated from the following file: