21 void setVisual(
const zenkit::IItem& visual,
World& world,
bool staticDraw);
22 void setVisual(
const zenkit::VirtualObject& visual,
World& world,
bool staticDraw);
37 const Tempest::Matrix4x4&
bone(
size_t i)
const;
void setObjMatrix(const Tempest::Matrix4x4 &obj)
void save(Serialize &fout, const Interactive &mob) const
void load(Serialize &fin, Interactive &mob)
void setSlotItem(MeshObjects::Mesh &&itm, std::string_view slot)
bool updateAnimation(Npc *npc, Interactive *mobsi, World &world, uint64_t dt, bool force)
bool isAnimExist(std::string_view name) const
void setVisual(const zenkit::IItem &visual, World &world, bool staticDraw)
void setInteractive(Interactive *it)
const ProtoMesh * protoMesh() const
ObjVisual & operator=(ObjVisual &&other)
const Animation::Sequence * startAnimAndGet(std::string_view name, uint64_t tickCount, bool force=false)
void processLayers(World &world)
const Tempest::Matrix4x4 & bone(size_t i) const