data structure for a cartoon face
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#include <CustomCharFace.h>
data structure for a cartoon face
§ compose()
build the synthesized texture, and save the result into the tex texture entity
- Parameters
-
| tex | [out] pointer to the texture |
§ GetCacheFileName()
| const string & CartoonFace::GetCacheFileName |
( |
| ) |
|
the cached file name is created from the concatenated string of component.names.
§ GetComponent()
| FaceComponent& ParaEngine::CartoonFace::GetComponent |
( |
int |
index | ) |
|
|
inline |
get a given face component
- Parameters
-
| index | type of CartoonFaceSlots |
§ makeComponentTexture()
| std::string CartoonFace::makeComponentTexture |
( |
int |
region, |
|
|
const char * |
name |
|
) |
| |
make component texture.
this function is similar to makeItemTexture except that it is always unisex.
- Parameters
-
| region | the texture region index. |
| name | it is the tex1 read from the cartoon face component database |
§ Reset()
| void CartoonFace::Reset |
( |
| ) |
|
set all components to their default settings.
§ SetModified()
| void CartoonFace::SetModified |
( |
bool |
bModified = true | ) |
|
so the cartoon face will be rebuilt the next time the model is refreshed.
The documentation for this class was generated from the following files:
- Client/trunk/ParaEngineClient/3dengine/CustomCharFace.h
- Client/trunk/ParaEngineClient/3dengine/CustomCharFace.cpp