Changes between Initial Version and Version 1 of Graphics_Implementation


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Timestamp:
Feb 23, 2008, 4:18:59 AM (16 years ago)
Author:
trac
Comment:

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  • Graphics_Implementation

    v1 v1  
     1The classes in the model system are (at least in mid-July 2005), in a vague UML-ish syntax, arranged somewhat like:
     2
     3
     4[wiki:Image:graphics.png]
     5
     6([http://wildfiregames.com/~code/resources/wiki/graphics/graphics.vsd Editable Visio version])
     7
     8
     9== Random [wiki:Actors] ==
     10([http://www.wildfiregames.com/forum/index.php?showtopic=1799 Original discussion])
     11
     12Selections are made at three levels:
     13 * Global - e.g. "Winter".
     14 * Entity - e.g. "Chop".
     15 * Actor - e.g. "Helmet B". (The same selections are used for the base actor and all prop actors.)
     16
     17''Global-level selections'' are currently unimplemented.
     18
     19''Entity-level selections'' are set by `CUnit::!SelectEntityVariant(name)` (currently only one selection can be made at a time, since I assume that's the most convenient interface), which is called by the entity when its state changes (e.g. when it starts chopping wood). (TODO: Determine what "state" means, and the exact strings that should be used.)
     20
     21''Actor-level selections'' are usually either specified when reading the map (for units that were created in the editor, or for loading a saved game), or else are not specified at all. When they are not specified, random selections will be made and then added to the actor selections list. (TODO: Should/can this be network-synchronised?)
     22
     23The selections, and the resultant variation, are remembered in the `!ObjectEntry`. When changes are made to the selections, the `!ObjectEntry` rebuilds its model data to match the new variation.