2 #include "IEnvironmentSim.h" 50 virtual void Animate(
double dTimeDelta );
60 virtual void CheckLoadPhysics(
CShapeSphere* points,
int nPointCount = 1);
63 virtual void Release();
65 #ifdef OLD_2005_5_ALGORITHM 67 void BipedSimulation();
68 void PlayerSimulation(
double dTimeDelta);
69 void GenerateActiveBipedList();
71 void CleanupImtermediateData();
73 void SimulateOld(
double dTimeDelta);
77 #ifdef OLD_2004_5_ALGORITHM 78 bool PlayerAnimateStrictly(
ActiveBiped* pBiped,
double dTimeDelta);
79 bool PathFindingForBiped(
ActiveBiped* pBiped,
double dTimeDelta);
83 void Simulate(
double dTimeDelta);
87 void UpdateGameObjects(
double dTimeDelta);
91 list <ActiveTerrain*> m_listActiveTerrain;
94 list <ActiveBiped*> m_listActiveBiped;
97 list <CBipedObject*> m_listVIPBipeds;
virtual SIMULATOR_TYPE GetSimulatorType()
return the current type of simulator.
Definition: EnvironmentSim.h:45
different physics engine has different winding order.
Definition: EventBinding.h:32
Definition: ShapeSphere.h:6
It holds any information that is perceived by a Active Biped object including himself.
Definition: IEnvironmentSim.h:62
Animate the entire scene for a fixed time interval advance.
Definition: EnvironmentSim.h:35
environment simulator.
Definition: IEnvironmentSim.h:103