#include <md2.h>
Inheritance diagram for lilith3d::MD2Mesh:

Public Member Functions | |
| void | SetAction (int action) |
| Set the current action (MD2_STAND, MD2_RUN) to play for the animation. | |
| int | GetAction () |
| Return the current action. | |
| bool | ActionOkay (int newAction) |
| void | CalcWeaponOrigin (grinliz::Vector3F *origin) const |
| Return the coordinates of the weapon, in world space. | |
| const MD2Resource * | GetMD2Resource () const |
| Query the resource for this mesh. | |
| virtual void | IntersectRay (int flags, const grinliz::Vector3F &point, const grinliz::Vector3F &dir, LilithObjectList *vec) |
| bool lilith3d::MD2Mesh::ActionOkay | ( | int | newAction | ) |
Only certain animations can transition at any time. Standing to running at any time makes sense, but PAIN must complete before running. This method returns true if the transition to the requested state is okay visually. (You can SetAction at any time, regardless, it will just look odd.
| virtual void lilith3d::MD2Mesh::IntersectRay | ( | int | flags, | |
| const grinliz::Vector3F & | point, | |||
| const grinliz::Vector3F & | dir, | |||
| LilithObjectList * | vec | |||
| ) | [virtual] |
Check for intersection with the current Mesh.
Implements lilith3d::AnimatedMesh.
1.5.1-p1