3 #include "ParaScriptingCommon.h" 4 #include "ParaScriptingGlobal.h" 5 #include "BipedObject.h" 11 class CFaceTrackingCtrler;
40 bool IsValid(){
return m_pMovieCtrler!=NULL;}
58 string GetTime(
const char* sFormat);
62 void SetTime(
float fTime);
75 void RecordNewDialog(
const char* sDialog);
77 bool RecordNewAction(
const char* sActionName);
79 bool RecordNewAction_(
const char* sActionName,
float fTime);
81 void RecordNewEffect(
int effectID,
const char* sTarget);
87 void GetOffsetPosition(
float *x,
float *y,
float *z);
89 void SetOffsetPosition(
float x,
float y,
float z);
94 void SaveMovie(
const char* filename);
98 void LoadMovie(
const char* filename);
114 bool IsValid(){
return m_pSequenceCtrler!=NULL;}
120 bool Save(
bool bOverride);
121 bool LoadByID(
int nSequenceID);
122 bool LoadFromFile(
const char* fileName);
123 int Create(
const char* name,
const char* description,
const char* pData,
bool bInMemory);
129 void SetKeyPos(
int nPos);
137 int AdvanceKey(
int nOffset);
147 bool DeleteKeysRange(
int nFrom,
int nTo);
150 bool GetPlayDirection();
152 void SetPlayDirection(
bool bForward);
157 void SetInterval(
float fInterval);
160 void GetStartPos(
float& x,
float& y,
float&z);
162 void SetStartPos(
float x,
float y,
float z);
165 float GetStartFacing();
167 void SetStartFacing(
float facing);
172 void SetPlayMode(
int mode);
176 float GetMovingTimeout();
179 void SetMovingTimeout(
float fTimeout);
189 void RunTo(
float x,
float y,
float z);
190 void WalkTo(
float x,
float y,
float z);
191 void MoveTo(
float x,
float y,
float z);
192 void MoveAndTurn(
float x,
float y,
float z,
float facing);
193 void PlayAnim(
const char* sAnim);
194 void PlayAnim1(
int nAnimID);
195 void Wait(
float fSeconds);
196 void Exec(
const char* sCmd);
198 void Turn(
float fAngleAbsolute);
199 void MoveForward(
float fDistance);
200 void MoveBack(
float fDistance);
201 void MoveLeft(
float fDistance);
202 void MoveRight(
float fDistance);
204 void Goto(
int nOffset);
205 void Goto1(
const char* sLable);
206 void Lable(
const char* sLable);
222 bool IsValid(){
return m_pFaceTrackingCtrler!=NULL;}
233 void FaceTarget(
float x,
float y,
float z,
float fDuration);
258 void SetSpeedScale(
float fSpeedScale);
259 float GetSpeedScale();
270 void SetSizeScale(
float fScale);
271 float GetSizeScale();
284 void AddAction2(
int nAction,
const object& param);
285 void AddAction(
int nAction);
288 bool WalkingOrRunning();
293 bool HasAnimation(
int nAnimID);
298 bool IsCustomModel();
315 void SetSkin(
int nIndex);
327 void LoadStoredModel(
int nModelSetID);
336 void PlayAnimation(
const object& anims);
347 const char* GetAnimFileName();
352 void EnableAnimIDMap(
bool bEnable);
357 bool IsAnimIDMapEnabled();
368 bool AddAnimIDMap(
int nFromID,
int nToID);
371 void ClearAllAnimIDMap();
377 bool HasMountPoint(
int nMountPointID);
385 void MountOn_(
const char* sTarget);
398 void MountOn2(
ParaObject& target,
int nMountID);
414 void SetBodyParams(
int skinColor,
int faceType,
int hairColor,
int hairStyle,
int facialHair);
425 int GetBodyParams(
int type);
431 void SetDisplayOptions(
int bShowUnderwear,
int bShowEars,
int bShowHair);
440 bool GetDisplayOptions(
int type);
474 void SetCharacterSlot(
int nSlotID,
int nItemID);
480 int GetCharacterSlotItemID(
int nSlotID);
486 void LoadFromFile(
const char* filename);
488 void SaveToFile(
const char* filename);
500 void UseAIModule(
const char* sAIType );
532 void AssignAIController(
const char* sAICtrlerName,
const char* sParam1);
537 bool IsAIControllerEnabled(
const char* sAICtrlerName);
558 void CastEffect(
int nEffectID);
575 void CastEffect2(
int nEffectID,
const char* sTarget);
603 void AddAttachment3(
ParaAssetObject ModelAsset,
int nAttachmentID,
int nSlotID);
604 void AddAttachment4(
ParaAssetObject ModelAsset,
int nAttachmentID,
int nSlotID,
float fScaling);
615 void RemoveAttachment(
int nAttachmentID);
616 void RemoveAttachment2(
int nAttachmentID,
int nSlotID);
621 void MoveTo(
double x,
double y,
double z);
623 void MoveAndTurn(
double x,
double y,
double z,
float facing);
655 double GetCartoonFaceComponent(
int nComponentID,
int SubType);
667 string GetCartoonFaceComponentCode(
int nComponentID,
int SubType);
671 void SetCartoonFaceComponent(
int nComponentID,
int SubType,
double value);
675 void SetCartoonFaceComponentCode(
int nComponentID,
int SubType,
const char * color);
678 bool IsSupportCartoonFace();
685 void SetSkinColorMask(
const char * strColor);
692 string GetSkinColorMask();
bool IsValid()
check if the object is valid
Definition: ParaScriptingCharacter.h:40
ParaSeqCtrler object: A sequence controller is a biped controller which moves the biped according to ...
Definition: ParaScriptingCharacter.h:106
Definition: combase.h:159
different physics engine has different winding order.
Definition: EventBinding.h:32
ParaFaceTrackingCtrler object: it will allow the biped to always face to a given target or another bi...
Definition: ParaScriptingCharacter.h:214
bool IsValid()
check if the object is valid
Definition: ParaScriptingCharacter.h:222
ParaObject class: it is used to control game scene objects from scripts.
Definition: ParaScriptingScene.h:56
ParaObject class: it is used to control game scene objects from scripts.
Definition: ParaScriptingCharacter.h:241
a movie controller it will control the biped to follow a path defined in a movie file or record the b...
Definition: MovieCtrlers.h:12
weak reference ptr use in a class like this: weak_ptr<CRefCounted> p; e.g.
Definition: PERef.h:105
ParaMovieCtrler object: it is used to control time based movie of character object.
Definition: ParaScriptingCharacter.h:32
Definition: PEtypes.h:507
Definition: enum_maker.hpp:46
it represents an attribute object associated with an object.
Definition: ParaScriptingGlobal.h:458
a facing tracking controller it will allow the biped to always face to a given target or another bipe...
Definition: FaceTrackingCtrler.h:12
Defines the base class of all scene elements:CBaseObject for Parallel World Engine.
Definition: BaseObject.h:230
for luabind, The main drawback of this approach is that the compilation time will increase for the fi...
Definition: luaSQLite.cpp:1971
A sequence controller is a biped controller which moves the biped according to some predefined sequen...
Definition: SequenceCtler.h:11
it represents an asset entity.
Definition: ParaScriptingCommon.h:85
bool IsValid()
check if the object is valid
Definition: ParaScriptingCharacter.h:114