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ParaEngine::CBipedController Class Reference

Base Interface for Biped controller. More...

#include <BipedController.h>

Inheritance diagram for ParaEngine::CBipedController:
ParaEngine::CFaceTrackingCtrler ParaEngine::CFollowCtrler ParaEngine::CMovieCtrler ParaEngine::CSequenceCtler

Public Member Functions

 CBipedController (CAIBase *pAI)
 
bool IsActive ()
 check whether the controller is active(not suspended). More...
 
virtual void Suspend ()
 suspend the controller, so it does not take effects on the next frame move. More...
 
virtual void Resume ()
 resume the controller. More...
 
virtual void SetTime (float fTime)
 set the internal timer. More...
 
float GetTime ()
 get the current movie time
 
IGameObjectGetClosestBiped (IGameObject *pInput)
 get the biped in the perceived biped list, which is closet to the current biped. More...
 
IGameObjectFindBiped (IGameObject *pInput, const std::string &searchString)
 Find a biped with a matching name. More...
 
CBipedObjectGetBiped ()
 get the biped, to which this biped controller is associated. More...
 
void SetAI (CAIBase *pAI)
 set the AI object to which this object is associated. More...
 
virtual void FrameMove (float fDeltaTime)
 a virtual function which is called every frame to process the controller. More...
 

Protected Attributes

float m_fTimeElapsed
 total time elapsed since the controller is active(not suspended). More...
 

Detailed Description

Base Interface for Biped controller.

The AI module contains a collection of biped controllers for directing the behavior of the biped.Each biped controller derived from this class may control a certain aspect of the biped, such as UserController, MovieController, OPCController NPLController, FacingController, CollisionController, etc.

Member Function Documentation

§ FindBiped()

IGameObject * CBipedController::FindBiped ( IGameObject pInput,
const std::string &  searchString 
)

Find a biped with a matching name.

  • is supported,, which matches any character(s).
    Parameters
    pInputthe active biped list.
    searchStringe.g. "LiXizhi", "LXZ*"

§ FrameMove()

void CBipedController::FrameMove ( float  fDeltaTime)
virtual

a virtual function which is called every frame to process the controller.

Parameters
fDeltaTimethe time elapsed since the last frame move is called.

Reimplemented in ParaEngine::CMovieCtrler, ParaEngine::CFollowCtrler, ParaEngine::CFaceTrackingCtrler, and ParaEngine::CSequenceCtler.

§ GetBiped()

CBipedObject * CBipedController::GetBiped ( )

get the biped, to which this biped controller is associated.

§ GetClosestBiped()

IGameObject * CBipedController::GetClosestBiped ( IGameObject pInput)

get the biped in the perceived biped list, which is closet to the current biped.

Parameters
pInputthe active biped list. return: NULL is returned if there is no closest biped. The pointer returned is only valid where pInput is valid

§ IsActive()

bool CBipedController::IsActive ( )

check whether the controller is active(not suspended).

§ Resume()

void CBipedController::Resume ( )
virtual

resume the controller.

Reimplemented in ParaEngine::CMovieCtrler.

§ SetAI()

void CBipedController::SetAI ( CAIBase pAI)

set the AI object to which this object is associated.

§ SetTime()

void CBipedController::SetTime ( float  fTime)
virtual

set the internal timer.

This is useful when the behavior is relevant to the timer.

Reimplemented in ParaEngine::CMovieCtrler.

§ Suspend()

void CBipedController::Suspend ( )
virtual

suspend the controller, so it does not take effects on the next frame move.

Reimplemented in ParaEngine::CMovieCtrler.

Member Data Documentation

§ m_fTimeElapsed

float ParaEngine::CBipedController::m_fTimeElapsed
protected

total time elapsed since the controller is active(not suspended).


The documentation for this class was generated from the following files: