class
IModelManagerThis manager stores the model worlds in the game; for more info, check the IModelWorld class.
This manager can be used to create new model worlds or get existing ones, which in turn can be used to render models in the game.
Derived classes
- class cModelManager
- The implementation of IModelManager; this should only be used for extending and detouring.
Public static functions
- static auto Get() -> IModelManager*
- Gets the active model manager.
Constructors, destructors, conversion operators
- ~IModelManager() virtual
Public functions
- auto AddRef() -> int pure virtual
- auto Release() -> int pure virtual
- auto Initialize() -> bool pure virtual
- auto Dispose() -> bool pure virtual
-
auto CreateWorld(uint32_
t id, const char* pName = nullptr, bool bEnableBuiltins = false) -> IModelWorld* pure virtual - Creates a new IModelWorld and stores it in this manager, mapped with the given ID.
-
auto DisposeWorld(uint32_
t id) -> void pure virtual - Disposes the model world with the given ID, and removes it from this manager.
-
auto GetWorld(uint32_
t id) -> IModelWorld* pure virtual - Returns the IModelWorld* of this manager mapped to the given ID.
- auto GetMainWorld() -> IModelWorld* pure virtual
- auto SetMainWorld(IModelWorld* world) -> void pure virtual
-
auto GetGroupFlag(uint32_
t groupID, int = 0) -> int pure virtual - auto func2Ch(int) -> bool pure virtual
- auto func30h(int) -> bool pure virtual
- auto func34h(float, float, int) -> void pure virtual
- auto Update(float, float) -> void pure virtual
Function documentation
IModelWorld* Graphics:: IModelManager:: CreateWorld(uint32_ t id,
const char* pName = nullptr,
bool bEnableBuiltins = false) pure virtual
Creates a new IModelWorld and stores it in this manager, mapped with the given ID.
Parameters | |
---|---|
id | The ID the new model world will be mapped to. |
pName | [Optional] The name of the model world. This might be ignored. |
bEnableBuiltins | [Optional] If true, builtin models will be used when a model does not exist. |
void Graphics:: IModelManager:: DisposeWorld(uint32_ t id) pure virtual
Disposes the model world with the given ID, and removes it from this manager.
Parameters | |
---|---|
id | The ID the model world was mapped to. |
This method should be paired with the CreateWorld() method; call it when the model world won't be used anymore.
IModelWorld* Graphics:: IModelManager:: GetWorld(uint32_ t id) pure virtual
Returns the IModelWorld* of this manager mapped to the given ID.
Parameters | |
---|---|
id | The ID the model world was mapped to. |