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My Project
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a facing tracking controller it will allow the biped to always face to a given target or another biped. More...
#include <FaceTrackingCtrler.h>
Public Member Functions | |
| CFaceTrackingCtrler (CAIBase *pAI) | |
| virtual void | FrameMove (float fDeltaTime) |
| a virtual function which is called every frame to process the controller. More... | |
| void | FaceTarget (const Vector3 *pvPos, float fDuration) |
| instruct a character to face a target for a certain duration. More... | |
Public Member Functions inherited from ParaEngine::CBipedController | |
| 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 | |
| IGameObject * | GetClosestBiped (IGameObject *pInput) |
| get the biped in the perceived biped list, which is closet to the current biped. More... | |
| IGameObject * | FindBiped (IGameObject *pInput, const std::string &searchString) |
| Find a biped with a matching name. More... | |
| CBipedObject * | GetBiped () |
| 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... | |
Additional Inherited Members | |
Protected Attributes inherited from ParaEngine::CBipedController | |
| float | m_fTimeElapsed |
| total time elapsed since the controller is active(not suspended). More... | |
a facing tracking controller it will allow the biped to always face to a given target or another biped.
| void CFaceTrackingCtrler::FaceTarget | ( | const Vector3 * | pvPos, |
| float | fDuration | ||
| ) |
instruct a character to face a target for a certain duration.
It will smoothly rotate the character neck to face it
| vPos | which point in world space to face to |
| fDuration | how many seconds the character should keeps facing the target. Set zero or a negative value to cancel facing previous point. |
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virtual |
a virtual function which is called every frame to process the controller.
| fDeltaTime | the time elapsed since the last frame move is called. |
| pInput | It holds any information that is perceived by a Active Biped object |
Reimplemented from ParaEngine::CBipedController.
1.8.12