Pyrogenesis
13997
|
Public Member Functions | |
virtual void | Init (const CParamNode ¶mNode) |
virtual void | Deinit () |
template<typename S > | |
void | SerializeCommon (S &serialize) |
virtual void | Serialize (ISerializer &serialize) |
virtual void | Deserialize (const CParamNode ¶mNode, IDeserializer &deserialize) |
virtual void | HandleMessage (const CMessage &msg, bool global) |
virtual CBoundingBoxAligned | GetBounds () |
Get the world-space bounding box of the object's visual representation. More... | |
virtual CUnit * | GetUnit () |
Returns the underlying unit of this visual actor. More... | |
virtual CBoundingBoxOriented | GetSelectionBox () |
Get the oriented world-space bounding box of the object's visual representation, clipped at the Y=0 plane in object space to prevent it from extending into the terrain. More... | |
virtual CVector3D | GetPosition () |
Get the world-space position of the base point of the object's visual representation. More... | |
virtual std::wstring | GetActorShortName () |
Return the short name of the actor that's being displayed, or the empty string on error. More... | |
virtual std::wstring | GetProjectileActor () |
Return the filename of the actor to be used for projectiles from this unit, or the empty string if none. More... | |
virtual CVector3D | GetProjectileLaunchPoint () |
Return the exact position where a projectile should be launched from (based on the actor's ammo prop points). More... | |
virtual void | SelectAnimation (std::string name, bool once, fixed speed, std::wstring soundgroup) |
Start playing the given animation. More... | |
virtual void | ReplaceMoveAnimation (std::string name, std::string replace) |
Replaces a specified animation with another. More... | |
virtual void | ResetMoveAnimation (std::string name) |
Ensures that the given animation will be used when it normally would be, removing reference to any animation that might replace it. More... | |
virtual void | SetUnitEntitySelection (const CStr &selection) |
Sets the specified entity selection on the underlying unit. More... | |
virtual void | SelectMovementAnimation (fixed runThreshold) |
Start playing the walk/run animations, scaled to the unit's movement speed. More... | |
virtual void | SetAnimationSyncRepeat (fixed repeattime) |
Adjust the speed of the current animation, so it can match simulation events. More... | |
virtual void | SetAnimationSyncOffset (fixed actiontime) |
Adjust the offset of the current animation, so it can match simulation events. More... | |
virtual void | SetShadingColour (fixed r, fixed g, fixed b, fixed a) |
Set the shading colour that will be modulated with the model's textures. More... | |
virtual void | SetVariable (std::string name, float value) |
Set an arbitrarily-named variable that the model may use to alter its appearance (e.g. More... | |
virtual u32 | GetActorSeed () |
Get actor seed used for random variations. More... | |
virtual void | SetActorSeed (u32 seed) |
Set actor seed for random variations and reload model. More... | |
virtual bool | HasConstructionPreview () |
Returns true if this entity should have a construction preview. More... | |
virtual void | SetConstructionProgress (fixed progress) |
Set construction progress of the model, this affects the rendered position of the model. More... | |
virtual void | Hotload (const VfsPath &name) |
Called when an actor file has been modified and reloaded dynamically. More... | |
![]() | |
virtual | ~IComponent () |
CEntityHandle | GetEntityHandle () const |
void | SetEntityHandle (CEntityHandle ent) |
entity_id_t | GetEntityId () const |
CEntityHandle | GetSystemEntity () const |
const CSimContext & | GetSimContext () const |
void | SetSimContext (const CSimContext &context) |
virtual JSClass * | GetJSClass () const |
virtual jsval | GetJSInstance () const |
Static Public Member Functions | |
static void | ClassInit (CComponentManager &componentManager) |
static IComponent * | Allocate (ScriptInterface &, jsval) |
static void | Deallocate (IComponent *cmp) |
static std::string | GetSchema () |
![]() | |
static std::string | GetSchema () |
static u8 | GetSerializationVersion () |
Private Member Functions | |
void | InitModel (const CParamNode ¶mNode) |
Helper function shared by component init and actor reloading. More... | |
void | InitSelectionShapeDescriptor (const CParamNode ¶mNode) |
Helper method; initializes the model selection shape descriptor from XML. Factored out for readability of Init. More... | |
void | ReloadActor () |
void | Update (fixed turnLength) |
void | UpdateVisibility () |
void | Interpolate (float frameTime, float frameOffset) |
void | RenderSubmit (SceneCollector &collector, const CFrustum &frustum, bool culling) |
Private Attributes | |
std::wstring | m_ActorName |
CUnit * | m_Unit |
fixed | m_R |
fixed | m_G |
fixed | m_B |
std::map< std::string, std::string > | m_AnimOverride |
ICmpRangeManager::ELosVisibility | m_Visibility |
fixed | m_AnimRunThreshold |
std::string | m_AnimName |
bool | m_AnimOnce |
fixed | m_AnimSpeed |
std::wstring | m_SoundGroup |
fixed | m_AnimDesync |
fixed | m_AnimSyncRepeatTime |
u32 | m_Seed |
bool | m_ConstructionPreview |
fixed | m_ConstructionProgress |
bool | m_VisibleInAtlasOnly |
bool | m_PreviouslyRendered |
Whether the visual actor has been rendered at least once. More... | |
Definition at line 50 of file CCmpVisualActor.cpp.
|
inlinestatic |
Definition at line 62 of file CCmpVisualActor.cpp.
|
inlinestatic |
Definition at line 53 of file CCmpVisualActor.cpp.
|
inlinestatic |
Definition at line 62 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Implements IComponent.
Definition at line 197 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Implements IComponent.
Definition at line 241 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Get actor seed used for random variations.
Implements ICmpVisual.
Definition at line 455 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Return the short name of the actor that's being displayed, or the empty string on error.
(Not safe for use in simulation code.)
Implements ICmpVisual.
Definition at line 337 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Get the world-space bounding box of the object's visual representation.
(Not safe for use in simulation code.)
Implements ICmpVisual.
Definition at line 311 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Get the world-space position of the base point of the object's visual representation.
(Not safe for use in simulation code.)
Implements ICmpVisual.
Definition at line 330 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Return the filename of the actor to be used for projectiles from this unit, or the empty string if none.
(Not safe for use in simulation code.)
Implements ICmpVisual.
Definition at line 344 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Return the exact position where a projectile should be launched from (based on the actor's ammo prop points).
Returns (0,0,0) if no point can be found.
Implements ICmpVisual.
Definition at line 351 of file CCmpVisualActor.cpp.
|
inlinestatic |
Definition at line 96 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Get the oriented world-space bounding box of the object's visual representation, clipped at the Y=0 plane in object space to prevent it from extending into the terrain.
The primary difference with GetBounds is that this bounding box is not aligned to the world axes, but arbitrarily rotated according to the model transform.
Implements ICmpVisual.
Definition at line 323 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Returns the underlying unit of this visual actor.
May return NULL to indicate that no unit exists (e.g. may happen if the game is started without graphics rendering). Originally intended for introspection purposes in Atlas; for other purposes, consider using a specialized getter first.
Implements ICmpVisual.
Definition at line 318 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Reimplemented from IComponent.
Definition at line 270 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Returns true if this entity should have a construction preview.
Implements ICmpVisual.
Definition at line 469 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Called when an actor file has been modified and reloaded dynamically.
If this component uses the named actor file, it should regenerate its actor to pick up the new definitions.
Implements ICmpVisual.
Definition at line 479 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Implements IComponent.
Definition at line 172 of file CCmpVisualActor.cpp.
|
private |
Helper function shared by component init and actor reloading.
Definition at line 509 of file CCmpVisualActor.cpp.
|
private |
Helper method; initializes the model selection shape descriptor from XML. Factored out for readability of Init.
Definition at line 555 of file CCmpVisualActor.cpp.
|
private |
Definition at line 747 of file CCmpVisualActor.cpp.
|
private |
Definition at line 626 of file CCmpVisualActor.cpp.
|
private |
Definition at line 806 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Replaces a specified animation with another.
Only affects the special speed-based animation determination behaviour.
name | Animation to match. |
replace | Animation that should replace the matched animation. |
Implements ICmpVisual.
Definition at line 387 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Ensures that the given animation will be used when it normally would be, removing reference to any animation that might replace it.
name | Animation name to remove from the replacement map. |
Implements ICmpVisual.
Definition at line 392 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Start playing the given animation.
If there are multiple possible animations then it will pick one at random (not network-synchronised). If soundgroup
is specified, then the sound will be played at each 'event' point in the animation cycle.
name | animation name (e.g. "idle", "walk", "melee"; the names are determined by actor XML files) |
once | if true then the animation will play once and freeze at the final frame, else it will loop |
speed | animation speed multiplier (typically 1.0 for the default speed) |
soundgroup | VFS path of sound group .xml, relative to audio/, or empty string for none |
Implements ICmpVisual.
Definition at line 369 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Start playing the walk/run animations, scaled to the unit's movement speed.
runThreshold | movement speed at which to switch to the run animation |
Implements ICmpVisual.
Definition at line 407 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Implements IComponent.
Definition at line 229 of file CCmpVisualActor.cpp.
|
inline |
Definition at line 207 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Set actor seed for random variations and reload model.
Implements ICmpVisual.
Definition at line 460 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Adjust the offset of the current animation, so it can match simulation events.
actiontime | time between now and when the 'action' event should occur, in msec |
Implements ICmpVisual.
Definition at line 430 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Adjust the speed of the current animation, so it can match simulation events.
repeattime | time for complete loop of animation, in msec |
Implements ICmpVisual.
Definition at line 419 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Set construction progress of the model, this affects the rendered position of the model.
0.0 will be fully underground, 1.0 will be fully visible, 0.5 will be half underground.
Implements ICmpVisual.
Definition at line 474 of file CCmpVisualActor.cpp.
Set the shading colour that will be modulated with the model's textures.
Default shading is (1, 1, 1, 1). Alpha should probably be 1 else it's unlikely to work properly.
r | red component, expected range [0, 1] |
g | green component, expected range [0, 1] |
b | blue component, expected range [0, 1] |
a | alpha component, expected range [0, 1] |
Implements ICmpVisual.
Definition at line 439 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Sets the specified entity selection on the underlying unit.
Implements ICmpVisual.
Definition at line 399 of file CCmpVisualActor.cpp.
|
inlinevirtual |
Set an arbitrarily-named variable that the model may use to alter its appearance (e.g.
in particle emitter parameter computations).
Implements ICmpVisual.
Definition at line 447 of file CCmpVisualActor.cpp.
|
private |
Definition at line 666 of file CCmpVisualActor.cpp.
|
private |
Definition at line 712 of file CCmpVisualActor.cpp.
|
private |
Definition at line 65 of file CCmpVisualActor.cpp.
|
private |
Definition at line 80 of file CCmpVisualActor.cpp.
|
private |
Definition at line 76 of file CCmpVisualActor.cpp.
|
private |
Definition at line 77 of file CCmpVisualActor.cpp.
|
private |
Definition at line 70 of file CCmpVisualActor.cpp.
|
private |
Definition at line 75 of file CCmpVisualActor.cpp.
|
private |
Definition at line 78 of file CCmpVisualActor.cpp.
|
private |
Definition at line 81 of file CCmpVisualActor.cpp.
|
private |
Definition at line 68 of file CCmpVisualActor.cpp.
|
private |
Definition at line 85 of file CCmpVisualActor.cpp.
|
private |
Definition at line 86 of file CCmpVisualActor.cpp.
|
private |
Definition at line 68 of file CCmpVisualActor.cpp.
|
private |
Whether the visual actor has been rendered at least once.
Necessary because the visibility update runs on simulation update, which may not occur immediately if the game starts paused.
Definition at line 93 of file CCmpVisualActor.cpp.
|
private |
Definition at line 68 of file CCmpVisualActor.cpp.
|
private |
Definition at line 83 of file CCmpVisualActor.cpp.
|
private |
Definition at line 79 of file CCmpVisualActor.cpp.
|
private |
Definition at line 66 of file CCmpVisualActor.cpp.
|
private |
Definition at line 72 of file CCmpVisualActor.cpp.
|
private |
Definition at line 88 of file CCmpVisualActor.cpp.