8 #include "ShapeSphere.h" 54 list <ActiveBiped*> listActiveBiped;
91 list< PerceivedBiped* >::iterator itCurCP1, itEndCP1 = listPerceptibleBipeds.end();
92 for( itCurCP1 = listPerceptibleBipeds.begin(); itCurCP1 != itEndCP1; ++ itCurCP1)
96 listPerceptibleBipeds.clear();
107 SIM_TYPE_STANDALONE = 0,
114 virtual SIMULATOR_TYPE GetSimulatorType()=0;
119 virtual void Animate(
double dTimeDelta ) = 0;
129 virtual void CheckLoadPhysics(
CShapeSphere* points,
int nPointCount = 1) = 0;
130 void CheckLoadPhysics(
const Vector3& vCenter,
float fRadius)
133 CheckLoadPhysics(&point, 1);
137 virtual void Release() = 0;
139 static void EnableLog(
bool bWriteLog){m_bWriteLog = bWriteLog;};
140 static inline bool IsLogEnabled(){
return m_bWriteLog;};
149 static bool m_bWriteLog;
list< CBaseObject * > listCollisionPairs
object list that collide with this biped. It can be solid object or other bipeds. ...
Definition: IEnvironmentSim.h:81
a pair of object that collide into each other.
Definition: IEnvironmentSim.h:34
Current network simulation time.
Definition: GameNetCommon.h:17
Definition: IEnvironmentSim.h:51
Definition: combase.h:159
list< PerceivedBiped * > listPerceptibleBipeds
object list that this biped could see or perceive.
Definition: IEnvironmentSim.h:84
different physics engine has different winding order.
Definition: EventBinding.h:32
Object A run into object B, so A should reponse.
Definition: IEnvironmentSim.h:25
CBipedObject * pBiped
the biped scene object.
Definition: IEnvironmentSim.h:76
Object A,B run into each other, both or the faster one should reponse.
Definition: IEnvironmentSim.h:29
Standard 3-dimensional vector.
Definition: ParaVector3.h:16
Definition: ShapeSphere.h:6
a tile in the latticed terrain class
Definition: TerrainTile.h:21
virtual CNetTime * GetNetTime()
get the net time object
Definition: IEnvironmentSim.h:146
Object B run into object A, so B should reponse.
Definition: IEnvironmentSim.h:27
Definition: IEnvironmentSim.h:64
CTerrainTile * pTerrain
tile that tells most exactly where the object is in the scene the terrain in which the biped is in ...
Definition: IEnvironmentSim.h:79
It holds any information that is perceived by a Active Biped object including himself.
Definition: IEnvironmentSim.h:62
Defines the base class of all scene elements:CBaseObject for Parallel World Engine.
Definition: BaseObject.h:230
float fDistance
the distance of the perceived biped to the host
Definition: IEnvironmentSim.h:67
CollisionPairType
Type of the collision.
Definition: IEnvironmentSim.h:22
It can be used to represent biped object(like human, re spawning monsters) in the scene without inher...
Definition: BipedObject.h:60
environment simulator.
Definition: IEnvironmentSim.h:103