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3D Object Types
Sandy edited this page Jul 26, 2022
·
8 revisions
Object
types have L3D meshes and an associated type
enum LH3DObject::ObjectType : uint32_t {
STATIC = 0, // LH3DStaticObject : LH3DMeshedObject : LH3DObject
MORPHABLE = 1, // LH3DStaticMorphableObject : LH3DStaticObject : LH3DMeshedObject : LH3DObject
ANIMATED = 2, // LH3DAnimatedObject : LH3DMeshedObject : LH3DObject
COMPLEX = 3, // LH3DComplexObject : LH3DStaticObject : LH3DMeshedObject : LH3DObject
SMOKE = 4, // LH3DSpriteObject : LH3DObject
FIRE_00 = 5, // LH3DSpriteObject : LH3DObject
FIRE_35 = 6, // LH3DSpriteObject : LH3DObject
MIST = 7, // LH3DMist : LH3DStaticObject : LH3DMeshedObject : LH3DObject
CITADEL = 8, // LH3DCitadel : LH3DStaticMorphableObject : LH3DStaticObject : LH3DMeshedObject : LH3DObject
};
The following and their subclasses are MORPHABLE
meshes. Meaning they deform with the terrain height map (Based on Get3DType
virtual functions and LH3DObject::Create
):
BigForest
Graveyard
-
PileFood
(not wood) StoragePit
-
Wonder
if the tribe is:- CELTIC
- JAPANESE
- INDIAN
- NORSE
- TIBETAN
Workshop
-
CitadelHeart
(LH3DCitadel
being a subclass ofLH3DStaticMorphableObject
) CitadelPart
Creche
Football
-
PhysicalShield
(not magic) TownCentre
Field
Default Object
and MagicShield
have a more complex way of determining but it's probably either STATIC
or ANIMATED
.