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A typical character in role playing game. More...
#include <RpgCharacter.h>
Public Types | |
enum | CHARACTER_TYPE { CHAR_NPC, CHAR_BOSS, CHAR_HERO, CHAR_SPAWN, CHAR_NONE, CHAR_NPC, CHAR_BOSS, CHAR_HERO, CHAR_SPAWN, CHAR_NONE } |
character type. More... | |
enum | CHARACTER_TYPE { CHAR_NPC, CHAR_BOSS, CHAR_HERO, CHAR_SPAWN, CHAR_NONE, CHAR_NPC, CHAR_BOSS, CHAR_HERO, CHAR_SPAWN, CHAR_NONE } |
character type. More... | |
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enum | PhysicsMoveStyle { MOVESTYLE_SLIDINGWALL = 0, MOVESTYLE_HEIGHTONLY, MOVESTYLE_ABOVETERRAIN, MOVESTYLE_LINEAR, MOVESTYLE_OPC } |
how the character reacts to physics in the MoveTowards() functions More... | |
enum | RenderSelectionStyle { RenderSelectionStyle_unlit = 0, RenderSelectionStyle_border = 1, RenderSelectionStyle_flash = 2 } |
how to render a selected object More... | |
typedef ParaEngine::weak_ptr< IObject, CBipedObject > | WeakPtr_type |
typedef std::list< BipedWayPoint > | WayPointList_type |
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typedef ParaEngine::weak_ptr< IObject, IGameObject > | WeakPtr_type |
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enum | _SceneObjectType { BaseObject = 0, ContainerObject = 0x1, MeshObject = 0x1<<1, SkyMesh = 0x1<<2, BipedObject = 0x1<<3, SpriteObject = 0x1<<4, SceneRoot = 0x1<<5, OPCBiped = 0x1<<6, RPGBiped = 0x1<<7, MDXObject = 0x1<<8, MeshPhysicsObject = 0x1<<9, DynamicObject = 0x1<<10, ViewCullingObject = 0x1<<11, MissileObject = 0x1<<12, GameObject = 0x1<<13, LightObject = 0x1<<14, MiniSceneGraph = 0x1<<15, VoxelMesh = 0x1<<16, ManagedLoader = 0x1<<17, ZoneNode = 0x1<<18, PortalNode = 0x1<<19, AntiPortalNode = 0x1<<20, CadObject = 0x1<<21 } |
enum | CallBackType { Type_EnterSentientArea =0, Type_LeaveSentientArea, Type_Click, Type_Event, Type_Perception, Type_FrameMove, Type_Net_Send, Type_Net_Receive, Type_OnLoadScript, Type_OnAssetLoaded, Type_Paint, Type_Unknown } |
call back type | |
enum | NPL_STRING { NPL_CREATE = 0, NPL_CREATE_IN_LOADER = 0x1<<1, NPL_UPDATE = 0x1<<2, NPL_DELETE = 0x1<<3, NPL_DONOT_OUTPUT_ASSET = 0x1<<4 } |
by which method an object is converted to NPL string. More... | |
enum | CompressOption { ReleaseDevices = 1, ReleasePhysics = 2, ReleaseEvents = 4 } |
typedef ParaEngine::weak_ptr< IObject, CBaseObject > | WeakPtr_type |
typedef unordered_ref_array< CBaseObject * > | CChildObjectList_Type |
typedef std::list< ObjectEvent > | ObjectEventList_Type |
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typedef ParaEngine::weak_ptr< IObject, IAttributeFields > | WeakPtr_type |
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typedef ParaEngine::weak_ptr< IObject > | WeakPtr_type |
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typedef std::vector< ScriptCallback > | ObjectCallbackPool_Type |
Public Member Functions | |
virtual CBaseObject::_SceneObjectType | GetType () |
virtual int | GetAttributeClassID () |
attribute class ID should be identical, unless one knows how overriding rules work. More... | |
virtual const char * | GetAttributeClassName () |
a static string, describing the attribute class object's name | |
virtual const char * | GetAttributeClassDescription () |
a static string, describing the attribute class object | |
virtual int | InstallFields (CAttributeClass *pClass, bool bOverride) |
this class should be implemented if one wants to add new attribute. More... | |
ATTRIBUTE_METHOD1 (CRpgCharacter, GetCharacterID_s, int *) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, SetCharacterID_s, int) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, GetCharacterType_s, int *) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, SetCharacterType_s, int) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, GetMentalState0_s, int *) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, SetMentalState0_s, int) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, GetMentalState1_s, int *) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, SetMentalState1_s, int) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, GetMentalState2_s, int *) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, SetMentalState2_s, int) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, GetMentalState3_s, int *) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, SetMentalState3_s, int) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, LifePoint) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, Age) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, BodyHeight) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, Weight) | |
DEFINE_ATTRIBUTE_METHODS_DND (int, Occupation) | |
DEFINE_ATTRIBUTE_METHODS_DND (int, RaceSex) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, Strength) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, Dexterity) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, Intelligence) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, BaseDefense) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, Defense) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, Defenseflat) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, DefenseMental) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, BaseAttack) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, AttackMelee) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, AttackRanged) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, AttackMental) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, MaxLifeLoad) | |
DEFINE_ATTRIBUTE_METHODS_DND (int, HeroPoints) | |
int | GetCharacterID () |
get character ID in the database More... | |
void | SetCharacterID (int nID) |
set character ID in the database More... | |
int | GetCharacterType () |
get type More... | |
void | SetCharacterType (int nType) |
see CHARACTER_TYPE More... | |
DWORD | GetMentalState (int nIndex) |
the character mental state array. More... | |
void | SetMentalState (int nIndex, DWORD data) |
the character mental state array. More... | |
DEFINE_CLASS_ATTRIBUTE_DND (float, LifePoint, m_fLifePoint, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, Age, m_fAge, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, BodyHeight, m_fHeight, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, Weight, m_fWeight, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (int, Occupation, m_nOccupation, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (int, RaceSex, m_nRaceSex, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, Strength, m_fStrength, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, Dexterity, m_fDexterity, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, Intelligence, m_fIntelligence, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, BaseDefense, m_fBaseDefense, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, Defense, m_fDefense, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, Defenseflat, m_fDefenseflat, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, DefenseMental, m_fDefenseMental, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, BaseAttack, m_fBaseAttack, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, AttackMelee, m_fAttackMelee, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, AttackRanged, m_fAttackRanged, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, AttackMental, m_fAttackMental, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, MaxLifeLoad, m_fMaxLifeLoad, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (int, HeroPoints, m_nHeroPoints, 1) | |
int | GetSkill (int nIndex) |
get the character skill at the given slot. More... | |
void | SetSkill (int nIndex, int nSkillID) |
set the character skill at the given slot. More... | |
int | GetTool (int nIndex) |
get the character tool at the given slot. More... | |
void | SetTool (int nIndex, int ntoolID) |
set the character tool at the given slot. More... | |
bool | ToNpcDbItem (CNpcDbItem &npc) |
convert this object to NPC database item More... | |
bool | UpdateFromNPCDbItem (const CNpcDbItem &npc, DWORD dwFields) |
Update the current NPC from data item from the database. More... | |
virtual CBaseObject::_SceneObjectType | GetType () |
virtual int | GetAttributeClassID () |
attribute class ID should be identical, unless one knows how overriding rules work. More... | |
virtual const char * | GetAttributeClassName () |
a static string, describing the attribute class object's name | |
virtual const char * | GetAttributeClassDescription () |
a static string, describing the attribute class object | |
virtual int | InstallFields (CAttributeClass *pClass, bool bOverride) |
this class should be implemented if one wants to add new attribute. More... | |
ATTRIBUTE_METHOD1 (CRpgCharacter, GetCharacterID_s, int *) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, SetCharacterID_s, int) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, GetCharacterType_s, int *) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, SetCharacterType_s, int) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, GetMentalState0_s, int *) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, SetMentalState0_s, int) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, GetMentalState1_s, int *) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, SetMentalState1_s, int) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, GetMentalState2_s, int *) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, SetMentalState2_s, int) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, GetMentalState3_s, int *) | |
ATTRIBUTE_METHOD1 (CRpgCharacter, SetMentalState3_s, int) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, LifePoint) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, Age) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, BodyHeight) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, Weight) | |
DEFINE_ATTRIBUTE_METHODS_DND (int, Occupation) | |
DEFINE_ATTRIBUTE_METHODS_DND (int, RaceSex) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, Strength) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, Dexterity) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, Intelligence) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, BaseDefense) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, Defense) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, Defenseflat) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, DefenseMental) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, BaseAttack) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, AttackMelee) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, AttackRanged) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, AttackMental) | |
DEFINE_ATTRIBUTE_METHODS_DND (float, MaxLifeLoad) | |
DEFINE_ATTRIBUTE_METHODS_DND (int, HeroPoints) | |
int | GetCharacterID () |
get character ID in the database More... | |
void | SetCharacterID (int nID) |
set character ID in the database More... | |
int | GetCharacterType () |
get type More... | |
void | SetCharacterType (int nType) |
see CHARACTER_TYPE More... | |
DWORD | GetMentalState (int nIndex) |
the character mental state array. More... | |
void | SetMentalState (int nIndex, DWORD data) |
the character mental state array. More... | |
DEFINE_CLASS_ATTRIBUTE_DND (float, LifePoint, m_fLifePoint, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, Age, m_fAge, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, BodyHeight, m_fHeight, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, Weight, m_fWeight, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (int, Occupation, m_nOccupation, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (int, RaceSex, m_nRaceSex, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, Strength, m_fStrength, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, Dexterity, m_fDexterity, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, Intelligence, m_fIntelligence, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, BaseDefense, m_fBaseDefense, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, Defense, m_fDefense, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, Defenseflat, m_fDefenseflat, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, DefenseMental, m_fDefenseMental, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, BaseAttack, m_fBaseAttack, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, AttackMelee, m_fAttackMelee, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, AttackRanged, m_fAttackRanged, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, AttackMental, m_fAttackMental, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (float, MaxLifeLoad, m_fMaxLifeLoad, 1) | |
DEFINE_CLASS_ATTRIBUTE_DND (int, HeroPoints, m_nHeroPoints, 1) | |
int | GetSkill (int nIndex) |
get the character skill at the given slot. More... | |
void | SetSkill (int nIndex, int nSkillID) |
set the character skill at the given slot. More... | |
int | GetTool (int nIndex) |
get the character tool at the given slot. More... | |
void | SetTool (int nIndex, int ntoolID) |
set the character tool at the given slot. More... | |
bool | ToNpcDbItem (CNpcDbItem &npc) |
convert this object to NPC database item More... | |
bool | UpdateFromNPCDbItem (const CNpcDbItem &npc, DWORD dwFields) |
Update the current NPC from data item from the database. More... | |
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virtual std::string | ToString (DWORD nMethod) |
convert the object to an NPL string by which this object may be created or deleted. More... | |
virtual IAttributeFields * | GetChildAttributeObject (const std::string &sName) |
get attribute by child object. More... | |
virtual int | GetChildAttributeObjectCount (int nColumnIndex=0) |
get the number of child objects (row count) in the given column. More... | |
virtual int | GetChildAttributeColumnCount () |
we support multi-dimensional child object. More... | |
virtual IAttributeFields * | GetChildAttributeObject (int nRowIndex, int nColumnIndex=0) |
ATTRIBUTE_METHOD1 (CBipedObject, GetPhysicsRadius_s, float *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetPhysicsRadius_s, float) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetPhysicsHeight_s, float *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetPhysicsHeight_s, float) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetSizeScale_s, float *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetSizeScale_s, float) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetDensity_s, float *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetDensity_s, float) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetSpeedScale_s, float *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetSpeedScale_s, float) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetCurrentAnimation_s, int *) | |
ATTRIBUTE_METHOD1 (CBipedObject, PlayAnimation_s, int) | |
ATTRIBUTE_METHOD (CBipedObject, DumpBVHAnimations_s) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetHeadTurningAngle_s, float *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetHeadTurningAngle_s, float) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetHeadUpdownAngle_s, float *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetHeadUpdownAngle_s, float) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetBootHeight_s, float *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetBootHeight_s, float) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetMovementStyle_s, int *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetMovementStyle_s, int) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetSpeed_s, float *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetSpeed_s, float) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetLastSpeed_s, float *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetLastSpeed_s, float) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetAccelerationDist_s, float *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetAccelerationDist_s, float) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetVerticalSpeed_s, float *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetVerticalSpeed_s, float) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetPhysicsGroupSensorMask_s, DWORD *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetPhysicsGroupSensorMask_s, DWORD) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetMaxSpeed_s, float *) | |
ATTRIBUTE_METHOD (CBipedObject, ForceStop_s) | |
ATTRIBUTE_METHOD (CBipedObject, ForceMove_s) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetIsAlwaysAboveTerrain_s, bool *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetIsAlwaysAboveTerrain_s, bool) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetIsAnimPaused_s, bool *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetIsAnimPaused_s, bool) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetBlendingFactor_s, float) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetLastWayPointType_s, int *) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetLastWayPointPos_s, Vector3 *) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetGravity_s, float *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetGravity_s, float) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetIgnoreSlopeCollision_s, bool *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetIgnoreSlopeCollision_s, bool) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetCanFly_s, bool *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetCanFly_s, bool) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetAlwaysFlying_s, bool *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetAlwaysFlying_s, bool) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetIsFlying_s, bool *) | |
ATTRIBUTE_METHOD1 (CBipedObject, GetFlyUsingCameraDir_s, bool *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetFlyUsingCameraDir_s, bool) | |
ATTRIBUTE_METHOD1 (CBipedObject, IsAutoWalkupBlock_s, bool *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetAutoWalkupBlock_s, bool) | |
ATTRIBUTE_METHOD1 (CBipedObject, IsControlledExternally_s, bool *) | |
ATTRIBUTE_METHOD1 (CBipedObject, SetIsControlledExternally_s, bool) | |
void | SetMovementStyle (PhysicsMoveStyle nValue) |
how the character reacts to physics in the MoveTowards() functions | |
PhysicsMoveStyle | GetMovementStyle () |
how the character reacts to physics in the MoveTowards() functions | |
bool | CanAnimOpacity () const |
virtual Matrix4 * | GetRenderMatrix (Matrix4 &pOut, int nRenderNumber=0) |
get the world transformation matrix for the current object. More... | |
virtual Matrix4 * | GetAttachmentMatrix (Matrix4 &pOut, int nAttachmentID=0, int nRenderNumber=0) |
Get the specified attachment matrix of the current model. More... | |
virtual bool | HasAttachmentPoint (int nAttachmentID=0) |
whether it has an attachment point More... | |
virtual bool | ViewTouch () |
this function is called, when the object is in view range. More... | |
virtual int | ProcessObjectEvent (const ObjectEvent &event) |
this function is only used to backward compatibility of ParaObject:AddEvent() function. More... | |
virtual void | SetPrimaryTechniqueHandle (int nHandle) |
Set a new render technique handle. More... | |
virtual void | SetPosition (const DVector3 &v) |
always bottom center of the bounding shape | |
HRESULT | InitObject (AssetEntity *pMAE) |
Set the base character model. More... | |
void | DeleteAnimInstance () |
delete the animation instance associated with this model. | |
virtual void | Cleanup () |
clean up the object. More... | |
CAnimInstanceBase * | GetAnimInstance () |
get the animation instance. More... | |
CParaXAnimInstance * | GetParaXAnimInstance () |
get the ParaX animation instance. More... | |
CharModelInstance * | GetCharModelInstance () |
get the character model instance. More... | |
bool | DumpBVHAnimations () |
dump BVH animations of the main character asset | |
CBaseObject * | GetPhysicsBBObj () |
get a base object containing the bounding box of the physical biped. More... | |
virtual HRESULT | Draw (SceneState *sceneState) |
Desc: Render this CBipedObject instance using the current animation frames. More... | |
virtual void | Animate (double dTimeDelta, int nRenderNumber=0) |
animate the model by a given delta time. More... | |
virtual AssetEntity * | GetPrimaryAsset () |
used as KEY for batch rendering | |
virtual void | SetNormal (const Vector3 &pNorm) |
virtual Vector3 | GetNormal () |
virtual void | SetScaling (float s) |
set the scale of the object. More... | |
virtual float | GetScaling () |
get scaling | |
virtual void | SetLocalTransform (const Matrix4 &mXForm) |
set local transform directly | |
virtual void | GetLocalTransform (Matrix4 *localTransform) |
get local transform | |
virtual void | GetOBB (CShapeOBB *obb) |
get the oriented bounding box in world space. More... | |
virtual void | Reset () |
reset the object to its default settings. More... | |
virtual void | PathFinding (double dTimeDelta) |
environment simulator call these functions More... | |
virtual void | AnimateBiped (double dTimeDelta, bool bSharpTurning=false) |
animate biped according to its current waypoint lists and speed. More... | |
virtual void | SetAssetFileName (const std::string &sFilename) |
set asset file name | |
virtual int | GetNumReplaceableTextures () |
get the total number of replaceable textures, which is the largest replaceable texture ID. More... | |
virtual TextureEntity * | GetDefaultReplaceableTexture (int ReplaceableTextureID) |
get the default replaceable texture by its ID. More... | |
virtual TextureEntity * | GetReplaceableTexture (int ReplaceableTextureID) |
get the current replaceable texture by its ID. More... | |
virtual bool | SetReplaceableTexture (int ReplaceableTextureID, TextureEntity *pTextureEntity) |
set the replaceable texture at the given index with a new texture. More... | |
void | OneObstaclePathFinding (CBaseObject *pSolid) |
give a precise solution, in which the biped is guaranteed to be approaching the destination point. More... | |
virtual void | PushParam () |
Usually, this is used in canvas drawing. More... | |
virtual void | PopParam () |
Usually, this is used in canvas drawing. More... | |
virtual bool | HasAlphaBlendedObjects () |
return true if the object contains alpha blended render pass. More... | |
bool | GetWayPoint (BipedWayPoint *pOut) |
BipedWayPoint & | GetLastWayPoint () |
get the last way point. More... | |
void | AddWayPoint (const BipedWayPoint &pt) |
void | RemoveWayPoint () |
void | RemoveWayPointByType (BipedWayPoint::MyType nType=BipedWayPoint::COMMAND_POINT) |
remove all way points that matches a given type | |
virtual void | SetUserControl () |
Desc: Specifies whether this instance of CBipedObject is controlled by the user or the program. More... | |
virtual void | ChooseNewLocation (Vector3 *pV) |
Desc: Determine a new location for this character to move to. More... | |
void | ReplaceAIModule (CAIBase *pNew) |
replace the current AI module with a new one. More... | |
virtual CAIBase * | GetAIModule () |
Get the AI module that is dynamically associated with this object. | |
CAIBase * | UseAIModule (const string &sAIType) |
use a specified AI object. More... | |
void | FacingTargetImmediately () |
facing the target immediately. | |
void | FacingTarget (const Vector3 *pV) |
facing the target right away provided that the biped is not moving | |
void | FacingTarget (float fTargetFacing) |
facing the target right away provided that the biped is not moving | |
virtual float | GetRoll () |
get object roll: is facing the positive x axis, if yaw is 0. | |
virtual void | SetRoll (float fValue) |
virtual float | GetPitch () |
get object pitch: is facing the positive x axis, if yaw is 0. | |
virtual void | SetPitch (float fValue) |
virtual void | SetYaw (float fFacing) |
set model facing to the specified value. More... | |
virtual void | UpdateGeometry () |
update the local transform from size, roll, pitch, yaw, etc. More... | |
void | SetHeadTurningAngle (float fFacing) |
set the facing of model's head. More... | |
float | GetHeadTurningAngle () |
get the head facing.It is relative to the model facing. More... | |
void | SetHeadUpdownAngle (float fFacing) |
set the facing of model's head. More... | |
float | GetHeadUpdownAngle () |
get the head facing.It is relative to the model facing. More... | |
float | GetHeadFacing () |
this is the same as GetFacing()+GetHeadTurningAngle(); | |
virtual void | SetOpacity (float fOpacity) |
void | GetSpeedDirection (Vector3 *pV) |
get the direction vector according to speed angle of current biped. More... | |
void | SetSpeedAngle (float fSpeedAngle) |
set the current speed angle. More... | |
float | GetSpeedAngle () |
get the speed direction for physics. More... | |
float | GetSpeed () |
get the magnitude of the current speed of the character. More... | |
float | GetLastSpeed () |
this is not used, unless, speed acceleration is positive. More... | |
void | SetLastSpeed (float fSpeed) |
float | GetAccelerationDist () |
when m_fSpeed is set, this acceleration is used on m_fLastSpeed, before it reach m_fSpeed. More... | |
void | SetAccelerationDist (float fAccelerationDist=0.f) |
float | GetAbsoluteSpeed () |
get the magnitude of the current speed of the character. More... | |
void | SetSpeed (float fSpeed) |
set the magnitude of the current speed of the character. More... | |
float | GetMaxSpeed () |
get the maximum speed of the character. More... | |
virtual void | SetSpeedScale (float dScale) |
set the animation instance's speed to dScale times of its original speed | |
virtual float | GetSpeedScale () |
virtual void | SetSizeScale (float dScale) |
set the size of the object to dScale times of its original size. More... | |
virtual float | GetSizeScale () |
void | SetBootHeight (float fBootHeight) |
set boot height, default to 0.f meters. More... | |
float | GetBootHeight () |
get boot height, default to 0.f meters. More... | |
void | SetDensity (float fDensity) |
body density. More... | |
float | GetDensity () |
get body density | |
void | SetGravity (float gravity) |
float | GetGravity () |
void | SetIgnoreSlopeCollision (bool ignoreSlope) |
bool | GetIgnoreSlopeCollision () |
void | SetCanFly (bool canFly) |
bool | GetCanFly () |
bool | GetAlwaysFlying () const |
void | SetAlwaysFlying (bool val) |
bool | GetFlyUsingCameraDir () const |
void | SetFlyUsingCameraDir (bool val) |
bool | GetIsFlying () |
void | SetFlyingDirection (const Vector3 *dir) |
void | SetAutoWalkupBlock (bool bAutoWalkup) |
whether automatically walk up block that is 1 block high in front of us. More... | |
bool | IsAutoWalkupBlock () |
whether automatically walk up block that is 1 block high in front of us. More... | |
bool | IsControlledExternally () const |
we will not simulate or changing the character's animation, etc, since the biped is controlled externally, such as a movie actor in the script | |
void | SetIsControlledExternally (bool val) |
void | FallDown () |
if the biped is in air, it will fall down. More... | |
virtual bool | IsStanding () |
bool | IsStandingIntentioned () |
return true, if the biped is not only standing now, but also intends to remain standing for the next frame. More... | |
void | SetStandingState () |
add the standing state action to its action manager | |
bool | IsBipedBlocked () |
If the biped is currently blocked. More... | |
void | SetWalkingState (const char *sName=NULL) |
Walk using specified animation. More... | |
virtual CBipedStateManager * | GetBipedStateManager (bool bCreateOnDemand=true) |
get biped state manager More... | |
virtual void | SetOnAssetLoaded (const char *sCallbackScript) |
set the callback scipt whenever the primary asset is successfully loaded. More... | |
void | PlayAnimation (DWORD nIndex, bool bUpdateSpeed=true, bool bAppend=false) |
Plat a specified animation by its animation index. More... | |
void | PlayAnimation (const char *sName, bool bUpdateSpeed=true, bool bAppend=false) |
Plat a specified animation by its animation name. More... | |
int | GetCurrentAnimation () |
get the ID of the current animation. More... | |
virtual void | SetAnimation (int nAnimID) |
Set the current animation id. More... | |
virtual int | GetAnimation () |
get the scaling. More... | |
virtual bool | HasAnimation (int nAnimID) |
whether an animation id exist. More... | |
virtual void | SetAnimFrame (int nFrame) |
set the current animation frame number relative to the beginning of current animation. More... | |
virtual int | GetAnimFrame () |
get the current animation frame number relative to the beginning of current animation. More... | |
virtual void | EnableAnim (bool bAnimated) |
whether animation is enabled. More... | |
virtual bool | IsAnimEnabled () |
virtual int | GetTime () |
get the current local time in case it is animated in milli seconds frames. More... | |
virtual void | SetTime (int nTime) |
virtual void | SetUseGlobalTime (bool bUseGlobalTime) |
whether to use global time to sync animation. More... | |
virtual bool | IsUseGlobalTime () |
whether to use global time to sync animation. More... | |
bool | MountOn (CBaseObject *pTarget, int nMountID=-1) |
mount the current character on the target More... | |
void | UpdateSpeed (float fSpeed) |
update the biped's speed. More... | |
float | GetVerticalSpeed () |
get the vertical speed of the character. More... | |
void | SetVerticalSpeed (float fSpeed) |
Set the vertical speed of the character. More... | |
void | UseSpeedFromAnimation (int nIndex) |
use the speed defined in a specified animation by its animation index. More... | |
void | UseSpeedFromAnimation (const char *sName) |
use the speed defined in a specified animation by its animation name. More... | |
bool | HasAnimId (int nAnimID) |
check to see if the underlying model has a given animation id. More... | |
void | PlayDeathDecayAnim () |
TODO: may a movie track should be used. | |
void | SetNextTargetPosition (const DVector3 &pV, bool bIgnoreHeight=true) |
void | WalkTo (const DVector3 &pV, bool bIgnoreHeight=true) |
force the biped to walk to a position. More... | |
void | ForceMove () |
Command the biped to move using its current facing (orientation). More... | |
void | ForceStop () |
stop the biped by removing all of its targeting way points. | |
void | JumpUpward (float fVerticalSpeed, bool bJumpFromGround) |
jump up. More... | |
virtual float | GetPhysicsRadius () |
the biped is modeled as a cylinder or sphere during rough physics calculation. More... | |
void | SetPhysicsRadius (float fR) |
the biped is modeled as a cylinder or sphere during rough physics calculation. More... | |
float | GetPhysicsHeight () |
the biped is modeled as a cylinder or sphere during rough physics calculation. More... | |
void | SetPhysicsHeight (float fH) |
the biped is modeled as a cylinder or sphere during rough physics calculation. More... | |
float | GetAssetHeight () |
get asset height. More... | |
void | ResetBipedPosition (const Vector3 *pV, bool bIgnoreHeight=true) |
virtual void | Rotate (float x, float y, float z) |
Rotate the object.This only takes effects on objects having 3D orientation, such as static mesh and physics mesh. More... | |
virtual void | SetPhysicsGroupMask (DWORD dwValue) |
set groups Mask used to filter physics objects, default to 0xffffffff. More... | |
virtual DWORD | GetPhysicsGroupMask () |
get groups Mask used to filter physics objects, default to 0xffffffff. More... | |
void | ResetBaseModel (AssetEntity *assetCharBaseModel) |
Reset base model. More... | |
void | LoadStoredModel (int nModelSetID) |
Load a stored model in data base by the model set ID. More... | |
virtual bool | IsShadowEnabled () |
virtual void | BuildShadowVolume (SceneState *sceneState, ShadowVolume *pShadowVolume, LightParams *pLight) |
virtual IGameObject * | QueryIGameObject () |
this may return NULL, if the object does not implement the IGameObject interface. More... | |
virtual int | On_EnterSentientArea () |
when other game objects of a different type entered the sentient area of this object. More... | |
virtual int | On_LeaveSentientArea () |
when no other game objects of different type is in the sentient area of this object. More... | |
virtual int | On_Click (DWORD nMouseKey, DWORD dwParam1, DWORD dwParam2) |
when the player clicked on this object. More... | |
virtual int | On_Event (DWORD nEventType, DWORD dwParam1, DWORD dwParam2) |
TODO: Some game defined events, such as user attack, etc. More... | |
virtual int | On_Perception () |
when other game objects of a different type entered the perceptive area of this object. More... | |
virtual int | On_FrameMove () |
called every frame move when this character is sentient. More... | |
virtual int | On_Net_Send (DWORD dwNetType, DWORD dwParam1, DWORD dwParam2) |
during the execution of this object, it may send various network commands to the server or client. More... | |
virtual int | On_Net_Receive (DWORD dwNetType, DWORD dwParam1, DWORD dwParam2) |
when the network module receives packages from the network and it is about a certain game object. More... | |
virtual bool | CanHasPhysics () |
if the object may contain physics | |
virtual void | LoadPhysics () |
load the physics objects. | |
virtual void | UnloadPhysics () |
load the physics object | |
virtual void | SetPhysicsGroup (int nGroup) |
set the physics group ID to which this object belongs to default to 0, must be smaller than 32. More... | |
virtual int | GetPhysicsGroup () |
Get the physics group ID to which this object belongs to default to 0, must be smaller than 32. More... | |
virtual void | EnablePhysics (bool bEnable) |
this function will turn on or off the physics of the object. More... | |
virtual bool | IsPhysicsEnabled () |
int | GetStaticActorCount () |
get the number of physics actors. More... | |
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virtual bool | ResetField (int nFieldID) |
Reset the field to its initial or default value. More... | |
virtual bool | InvokeEditor (int nFieldID, const string &sParameters) |
Invoke an (external) editor for a given field. More... | |
ATTRIBUTE_METHOD1 (IGameObject, IsModified_s, bool *) | |
ATTRIBUTE_METHOD1 (IGameObject, SetModified_s, bool) | |
ATTRIBUTE_METHOD (IGameObject, SaveToDB_s) | |
ATTRIBUTE_METHOD1 (IGameObject, GetOnLoadScript_s, const char **) | |
ATTRIBUTE_METHOD1 (IGameObject, SetOnLoadScript_s, const char *) | |
ATTRIBUTE_METHOD1 (IGameObject, IsLoaded_s, bool *) | |
ATTRIBUTE_METHOD1 (IGameObject, SetLoaded_s, bool) | |
DEFINE_SCRIPT_EVENT (IGameObject, EnterSentientArea) | |
DEFINE_SCRIPT_EVENT (IGameObject, LeaveSentientArea) | |
DEFINE_SCRIPT_EVENT (IGameObject, Click) | |
DEFINE_SCRIPT_EVENT (IGameObject, Event) | |
DEFINE_SCRIPT_EVENT (IGameObject, Perception) | |
DEFINE_SCRIPT_EVENT (IGameObject, FrameMove) | |
DEFINE_SCRIPT_EVENT (IGameObject, Net_Send) | |
DEFINE_SCRIPT_EVENT (IGameObject, Net_Receive) | |
ATTRIBUTE_METHOD1 (IGameObject, IsGlobal_s, bool *) | |
ATTRIBUTE_METHOD1 (IGameObject, MakeGlobal_s, bool) | |
ATTRIBUTE_METHOD1 (IGameObject, IsSentient_s, bool *) | |
ATTRIBUTE_METHOD1 (IGameObject, MakeSentient_s, bool) | |
ATTRIBUTE_METHOD1 (IGameObject, IsAlwaysSentient_s, bool *) | |
ATTRIBUTE_METHOD1 (IGameObject, SetAlwaysSentient_s, bool) | |
ATTRIBUTE_METHOD1 (IGameObject, GetSentientRadius_s, float *) | |
ATTRIBUTE_METHOD1 (IGameObject, SetSentientRadius_s, float) | |
ATTRIBUTE_METHOD1 (IGameObject, GetPerceptiveRadius_s, float *) | |
ATTRIBUTE_METHOD1 (IGameObject, SetPerceptiveRadius_s, float) | |
ATTRIBUTE_METHOD1 (IGameObject, GetGroupID_s, int *) | |
ATTRIBUTE_METHOD1 (IGameObject, SetGroupID_s, int) | |
ATTRIBUTE_METHOD1 (IGameObject, GetSentientField_s, int *) | |
ATTRIBUTE_METHOD1 (IGameObject, SetSentientField_s, int) | |
ATTRIBUTE_METHOD1 (IGameObject, GetFrameMoveInterval_s, int *) | |
ATTRIBUTE_METHOD1 (IGameObject, SetFrameMoveInterval_s, int) | |
virtual bool | SaveToDB () |
save the current character to database according to the persistent property. More... | |
virtual int | On_Attached () |
called when this object is attached to the scene. More... | |
virtual int | On_Detached () |
called when this object is detached from the scene | |
void | LoadOnLoadScriptIfNot () |
load the on load script if it is not loaded. More... | |
void | SetOnLoadScript (const string &str) |
set the on load script. More... | |
const string & | GetOnLoadScript () |
get the on load script. More... | |
bool | IsLoaded () |
On Load script logic: the onload script is moved from the biped object to the IGameObject. More... | |
void | SetLoaded (bool bLoaded) |
see IsLoaded() More... | |
virtual bool | IsSentient () |
whether the biped is sentient or not | |
virtual void | MakeSentient (bool bSentient=true) |
set the object to sentient according to whether the object is currently sentient. More... | |
void | ForceSentient (bool bSentient=true) |
Force the object to be sentient or not. More... | |
float | GetSentientRadius () |
get the sentient radius. More... | |
void | SetSentientRadius (float fR) |
set the sentient radius. More... | |
float | GetPerceptiveRadius () |
get the perceptive radius. More... | |
void | SetPerceptiveRadius (float fNewRaduis) |
Set the perceptive radius. More... | |
int | GetNumOfPerceivedObject () |
return the total number of perceived objects. More... | |
IGameObject * | GetPerceivedObject (int nIndex) |
get the perceived object by index. More... | |
float | GetDistanceSq2D (IGameObject *pObj) |
get the distance square between this object and another game object | |
bool | IsAlwaysSentient () const |
whether the object is always sentient. More... | |
void | SetAlwaysSentient (bool bAlways) |
set whether sentient. More... | |
virtual void | UpdateTileContainer () |
update the tile container according to the current position of the game object. More... | |
virtual void | SetTileContainer (CTerrainTile *pTile) |
virtual bool | IsGlobal () |
is global object | |
virtual void | MakeGlobal (bool bGlobal) |
make the biped global if it is not and vice versa. More... | |
virtual void | SetMovableRegion (const CShapeAABB *aabb) |
Set the region within which the object can move. More... | |
virtual const CShapeAABB * | GetMovableRegion () |
get the region within which the object can move. More... | |
void | SetGroupID (int nGroup) |
set the group ID to which this object belongs to. More... | |
int | GetGroupID () |
Get the group ID to which this object belongs to. More... | |
void | SetSentientField (DWORD dwFieldOrGroup, bool bIsGroup=false) |
set the sentient field. More... | |
DWORD | GetSentientField () |
bool | IsSentientWith (const IGameObject *pObj) |
return true if the current object is sentient to the specified object. More... | |
virtual bool | IsPersistent () |
whether the object is persistent in the world. More... | |
virtual void | SetPersistent (bool bPersistent) |
whenever a persistent object is made non-persistent, the SaveToDB() function will actually removed it from the database and the action can not be recovered. More... | |
virtual bool | IsModified () |
whether some of the fields are modified.It is up to the implementation class to provide this functionality if necessary. More... | |
virtual void | SetModified (bool bModified) |
set whether any field has been modified. More... | |
int | GetSimTag () |
return the tag served for simulation. More... | |
void | SetSimTag (int nTag) |
set the tag served for simulation. More... | |
std::vector< std::string > & | GetPerceiveList () |
get the names of the game objects in the object's perceptive radius. More... | |
int | GetSentientObjCount () |
the number of objects in its sentient area. More... | |
void | SetSentientObjCount (int nCount) |
void | SetFrameMoveInterval (int nFrameMoveInterval) |
milliseconds interval, that the on frame move method should be called on a sentient object. More... | |
int | GetFrameMoveInterval () |
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ATTRIBUTE_DEFINE_CLASS (CTileObject) | |
virtual bool | IsTileObject () |
if true, we will attach this object to quad-tree terrain tile according to its attributes when adding to the scene if false, we will automatically attach it to a container object named after its class name. | |
virtual DVector3 | GetPosition () |
always bottom center of the bounding shape | |
virtual void | SetBoundingBox (float fOBB_X, float fOBB_Y, float fOBB_Z, float fFacing) |
Set the object shape to box and bounding box parameters if fFacing is 0, it is a axis aligned bounding box (AABB). More... | |
virtual void | GetBoundingBox (float *fOBB_X, float *fOBB_Y, float *fOBB_Z, float *fFacing) |
virtual void | SetBoundRect (float fWidth, float fHeight, float fFacing) |
Set the object shape to rect (a plane) and rect parameters if fFacing is 0, it is a axis aligned bounding box (AABB). More... | |
virtual void | GetBoundRect (float *fWidth, float *fHeight, float *fFacing) |
virtual void | SetRadius (float fRadius) |
Set the object shape to Sphere and sphere parameters. More... | |
virtual float | GetRadius () |
virtual float | GetYaw () |
get object Yaw: is facing the positive x axis, if yaw is 0. | |
virtual float | GetHeight () |
get object height y axis: only for object that has a Height property, usually is height of the bounding box | |
virtual void | SetHeight (float fHeight) |
virtual float | GetWidth () |
get object width: x axis | |
virtual void | SetWidth (float fWidth) |
virtual float | GetDepth () |
get object depth: z axis | |
virtual void | SetDepth (float fDepth) |
virtual void | SetAABB (const Vector3 *vMin, const Vector3 *vMax) |
Set AABB information. More... | |
virtual Vector3 | GetLocalAABBCenter () |
virtual void | GetAABB (CShapeAABB *aabb) |
virtual DVector3 | GetObjectCenter () |
get the center of the object in world space | |
virtual void | SetObjectCenter (const DVector3 &v) |
set the center of the object in world space | |
virtual void | GetVerticesWithOrigin (const Vector3 *vOrigin, Vector3 *pVertices, int *nNumber) |
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virtual void | Clone (CBaseObject *obj) |
Clone the object's contains to a pointer. More... | |
virtual CBaseObject * | Clone () |
Clone the object's contains and return a pointer to the newly created object. More... | |
int | GetID () |
the ID of the object. More... | |
virtual bool | AddChildAttributeObject (IAttributeFields *pChild, int nRowIndex=-1, int nColumnIndex=0) |
add child object. More... | |
virtual void * | QueryObjectByName (const std::string &sObjectType) |
convert to object of a given type. More... | |
virtual void * | QueryObject (int nObjectType) |
convert to object of a given type. More... | |
ATTRIBUTE_METHOD1 (CBaseObject, GetID_s, int *) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsGlobal_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetFacing_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetFacing_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetYaw_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetYaw_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetPitch_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetPitch_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetRoll_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetRoll_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetHeight_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetHeight_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetWidth_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetWidth_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetDepth_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetDepth_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetRadius_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetRadius_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetPosition_s, DVector3 *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetPosition_s, DVector3) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetAssetFileName_s, const char **) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetAssetFileName_s, const char *) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetTechHandle_s, int *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetTechHandle_s, int) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetCtorPercentage_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetCtorPercentage_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetHomeZone_s, const char **) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetHomeZone_s, const char *) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetShowBoundingBox_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetShowBoundingBox_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetPhysicsGroup_s, int *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetPhysicsGroup_s, int) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetPhysicsGroupMask_s, DWORD *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetPhysicsGroupMask_s, DWORD) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetSelectGroupIndex_s, int *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetSelectGroupIndex_s, int) | |
ATTRIBUTE_METHOD (CBaseObject, Reset_s) | |
DEFINE_SCRIPT_EVENT_GET (CBaseObject, OnAssetLoaded) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetOnAssetLoaded_s, const char *) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetRenderOrder_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetRenderOrder_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetRenderImportance_s, int *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetRenderImportance_s, int) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetRenderDistance_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetRenderDistance_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetAnimation_s, int *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetAnimation_s, int) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetAnimFrame_s, int *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetAnimFrame_s, int) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsAnimEnabled_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, EnableAnim_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsUseGlobalTime_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetUseGlobalTime_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetChildCount_s, int *) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetNormal_s, Vector3 *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetNormal_s, Vector3) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsTransparent_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetTransparent_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsVisible_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetVisibility_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsShadowCaster_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetShadowCaster_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsShadowReceiver_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetShadowReceiver_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsBillboarded_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetBillboarded_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsSkipRender_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetSkipRender_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsSkipPicking_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetSkipPicking_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsSkipTerrainNormal_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetSkipTerrainNormal_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetSelectionEffect_s, int *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetSelectionEffect_s, int) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsHeadOnZEnabled_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetHeadOnZEnabled_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsHeadOn3DScalingEnabled_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetHeadOn3DScalingEnabled_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsHeadOnUseGlobal3DScaling_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetHeadOnUseGlobal3DScaling_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetHeadOnNearZoomDist_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetHeadOnNearZoomDist_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetHeadOnFarZoomDist_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetHeadOnFarZoomDist_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetHeadOnMinUIScaling_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetHeadOnMinUIScaling_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetHeadOnMaxUIScaling_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetHeadOnMaxUIScaling_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetHeadOnAlphaFadePercentage_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetHeadOnAlphaFadePercentage_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetHeadOn3DFacing_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetHeadOn3DFacing_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsPersistent_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetPersistent_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsDead_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetDead_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsTileObject_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetTileObject_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetFrameNumber_s, int *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetFrameNumber_s, int) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetOpacity_s, float *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetOpacity_s, float) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsLastFrameRendered_s, bool *) | |
ATTRIBUTE_METHOD (CBaseObject, DestroyChildren_s) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetRenderMatrix_s, Matrix4 *) | |
ATTRIBUTE_METHOD1 (CBaseObject, SetLocalTransform_s, const Matrix4 &) | |
ATTRIBUTE_METHOD1 (CBaseObject, GetLocalTransform_s, Matrix4 *) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsPhysicsEnabled_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, EnablePhysics_s, bool) | |
ATTRIBUTE_METHOD1 (CBaseObject, IsLODEnabled_s, bool *) | |
ATTRIBUTE_METHOD1 (CBaseObject, EnableLOD_s, bool) | |
bool | IsBiped () |
virtual IAttributeFields * | GetAttributeObject () |
bool | CheckVolumnField (DWORD volType) |
Use CheckAttribute() | |
virtual TextureEntity * | GetTexture () |
bool | CheckAttribute (DWORD attribute) |
whether an object attribute is enabled. More... | |
void | SetAttribute (DWORD dwAtt, bool bTurnOn=true) |
enable or disable a given attribute. More... | |
void | SetBillboarded (bool bBillboarded) |
bool | IsBillboarded () |
if the model asset file name ended with "_b" it will be treated as billboarded. More... | |
void | SetShadowReceiver (bool bEnable) |
bool | IsShadowReceiver () |
if the model asset file name ended with "_r" it will be treated as shadow receiver. More... | |
void | SetShadowCaster (bool bEnable) |
set whether it is shadow caster. More... | |
bool | IsShadowCaster () |
void | SetVegetation (bool bIsVegetation) |
whether to render this mesh using the vegetation shader | |
bool | IsVegetation () |
whether to render this mesh using the vegetation shader | |
void | ShowBoundingBox (bool bShowBoundingBox) |
set whether to show bounding box for this object. | |
bool | IsShowBoundingBox () |
get whether to show bounding box for this object. | |
CZoneNode * | GetHomeZone () |
get the home zone of this object if any. More... | |
void | SetHomeZone (CZoneNode *pZone) |
set the home zone of this object if any. More... | |
bool | IsVisible () |
invisible object will not be drawn. More... | |
void | SetVisibility (bool bVisible) |
set the visibility of this object. More... | |
bool | IsRenderable () |
whether this object can be rendered. More... | |
void | SetSkipRender (bool bSkipRender) |
set whether object should be excluded from the skip render | |
bool | IsSkipRender () |
get whether object should be excluded from the render queue. More... | |
void | SetSkipPicking (bool bSkipPicking) |
set whether object should be excluded from picking | |
bool | IsSkipPicking () |
get whether object should be excluded from picking. More... | |
void | SetSkipTerrainNormal (bool bSkip) |
if specified, this character will always be perpendicular to the ground, regardless to the terrain normal. More... | |
bool | IsSkipTerrainNormal () |
if specified, this character will always be perpendicular to the ground, regardless to the terrain normal. More... | |
bool | CanPick () |
get whether object can be picked by mouse picking. More... | |
virtual void | SetAlwaysLoadPhysics (bool bEnable) |
by default physics is lazy-load when player walk into its bounding box, setting this to false will always load the physics. More... | |
void | SetRenderImportance (int nRenderImportance) |
the larger, the more important. More... | |
int | GetRenderImportance () |
float | GetRenderOrder () const |
0 if automatic, larger number renders after smaller numbered object. More... | |
void | SetRenderOrder (float val) |
CChildObjectList_Type & | GetChildren () |
– Base object functions | |
CBaseObject * | GetChildByName (const string &name, bool bRecursive=false) |
get child by name: it may return NULL if the child does not exist. More... | |
virtual void | DestroyChildren () |
Completely destroy child nodes from memory recursively. More... | |
int | DestroyChildByName (const string &name, bool bRecursive=false) |
destroy a child by name. More... | |
int | RemoveChildByName (const string &name, bool bRecursive=false) |
remove a child by name but it does not destroy it. More... | |
int | RemoveChild (const CBaseObject *pObj, bool bRecursive=false) |
remove a child by pointer but it does not destroy it. More... | |
bool | ActivateScript (int func_type, const string &precode, const string &postcode) |
Fire script callback global variable sensor_name and sensor_id will be filled with GetName and GetID, so that caller knows who is firing the callback script. More... | |
bool | ActivateScript (int func_type, const string &precode) |
bool | ActivateScript (int func_type) |
virtual int | GetSelectionEffect () |
get the render effect when character is in selected state. More... | |
virtual void | SetSelectionEffect (int nStyle) |
get the render effect when character is in selected state. More... | |
virtual float | GetOpacity () |
virtual HRESULT | InitDeviceObjects () |
virtual HRESULT | RestoreDeviceObjects () |
virtual HRESULT | InvalidateDeviceObjects () |
virtual HRESULT | DeleteDeviceObjects () |
virtual HRESULT | RendererRecreated () |
virtual float | GetRenderDistance () |
we will not render this object if the object's position to camera eye position is further than this value. More... | |
virtual void | SetRenderDistance (float fDist) |
virtual int | GetPrimaryTechniqueHandle () |
when batch-rendering a group of objects, objects are usually sorted by their render techniques and then by their primary asset. More... | |
virtual CParameterBlock * | GetEffectParamBlock (bool bCreateIfNotExist=false) |
get effect parameter block with this object. More... | |
virtual bool | IsTransparent () |
whether the object contains transparent material. More... | |
virtual void | SetTransparent (bool bIsTransparent) |
Set whether the object is transparent. More... | |
virtual void | OnSelect (int nGroupID) |
called when an object is selected. More... | |
virtual void | OnDeSelect () |
called whenever an object is un-selected. More... | |
virtual void | AddChild (CBaseObject *pObject) |
add another object as the child of this object | |
virtual void | SetParent (CBaseObject *pParent) |
this function is called by parent class to set the child's parent. More... | |
virtual CBaseObject * | GetParent () |
virtual bool | IsDead () |
whether this object should be removed some time in the future. More... | |
virtual void | SetDead () |
virtual void | AddToDeadObjectPool () |
When a child object wants to remove itself, it is usually not safe to do so immediately, instead the object add itself to dead object pool for the root scene to safely remove it at the end of the frame. More... | |
virtual int | PrepareRender (CBaseCamera *pCamera, SceneState *sceneState) |
derived class can override this function to place the object in to the render pipeline. More... | |
virtual Vector3 * | GetAttachmentPosition (Vector3 &pOut, int nAttachmentID=0, int nRenderNumber=0) |
whether it has an attachment point More... | |
virtual const std::string & | GetAssetFileName () |
get asset file name | |
virtual float | GetCtorPercentage () |
Get the object construction percentage (progress) in the range[0,1]. More... | |
virtual void | SetCtorPercentage (float fPercentage) |
Set the object construction percentage (progress) in the range[0,1]. More... | |
virtual void | AutoSelectTechnique () |
automatically select the proper technique for the rendering of the object. More... | |
virtual void | Report (vector< string > &v_sReport) |
virtual HRESULT | ResetTime () |
virtual void | CompressObject (CompressOption option=(CompressOption) 0xffff) |
Compress the object to save memory. More... | |
virtual IViewClippingObject * | GetViewClippingObject () |
return the view clipping object used for object-level clipping when rendering this object. | |
virtual void | UpdateFrameNumber (int nFrameNumber) |
this function is called to update the render frame number of this object. More... | |
void | SetFrameNumber (int nFrameNumber) |
int | GetFrameNumber () |
get the frame number that this object is last accessed. More... | |
bool | CheckFrameNumber (int nFrameNumber) |
call this function whenever a render may render this object. More... | |
bool | IsLastFrameRendered () |
check to see if the last frame is rendered. More... | |
void | SetMyType (ObjectType t) |
set the type of the object, it tells what this object is used for. More... | |
ObjectType | GetMyType () |
void | SnapToTerrainSurface (bool bUseNorm=true) |
call this function to reset the y component and norm of the object to the global terrain surface at (x,0,z), where (x,y,z) is the object's current position. More... | |
virtual ObjectShape | GetObjectShape () |
get the object shape | |
virtual void | SetObjectShape (ObjectShape shape) |
set the object shape | |
CTerrainTile * | GetTileContainer () |
get the quad-tree terrain tile that this game object is currently visiting. More... | |
void | SetHomeZoneName (const char *sName) |
set the home zone name. More... | |
const char * | GetHomeZoneName () |
void | SetSelectGroupIndex (int nGroupIndex=-1) |
set the selection group index. More... | |
int | GetSelectGroupIndex () |
get the selection group index. More... | |
virtual void | SetTileObject (bool bIsTileObject) |
bool | IsGeometryDirty () const |
whether the shape of the object is dirty, such as model, size, facing, local transform is changed. More... | |
void | SetGeometryDirty (bool bDirty=true) |
bool | IsLODEnabled () const |
whether to enable lod if there is lod. More... | |
void | EnableLOD (bool val) |
virtual int | GetMeshTriangleList (std::vector< Vector3 > &output, int nOption=0) |
return triangle list | |
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virtual void | GetVertices (Vector3 *pVertices, int *nNumber) |
get all the vertices which can represent the object's shape. More... | |
virtual void | GetRenderVertices (Vector3 *pVertices, int *nNumber) |
same as GetVertices(). More... | |
virtual void | SetRotation (const Quaternion &quat) |
set rotation using a quaternion. More... | |
virtual void | GetRotation (Quaternion *quat) |
get rotation using a quaternion | |
virtual Vector3 | GetRenderOffset () |
get the offset(translation) of the object used for rendering. More... | |
virtual void | GetFacing3D (Vector3 *pV) |
get object facing: only for object that has a facing property like biped, not bound facing | |
float | GetFacing () |
same as GetYaw and SetYaw get object facing: only for object that has a facing property like biped, not bound facing The object is facing the positive x axis, if facing is 0. | |
void | SetFacing (float fFacing) |
virtual void | SetTransform (Matrix4 *pLocalTransform, const DVector3 &pGlobalPos, float *pRotation) |
Set a local transform matrix, a global position and a facing value, according to which the object will be transformed on demand, so that the transformed object can be used for efficient object-level view culling in ParaEngine. More... | |
virtual void | SetTransform (Matrix4 *pWorldTransform) |
virtual Matrix4 * | GetWorldTransform (Matrix4 &pOut, int nRenderNumber=0) |
get world transform | |
virtual bool | TestCollisionSphere (const Vector3 *pvCenter, float radius, BYTE nMethod=1) |
– collision detection More... | |
virtual bool | TestCollisionSphere (CBaseCamera *pCamera, float fFarPlaneDistance) |
assume that the object is a sphere, it will return false if the sphere is completely out of the 6 frustum planes of the camera More... | |
virtual bool | TestShadowSweptSphere (CBaseCamera *pCamera, const Vector3 *pvDirection) |
assume that the object is a sphere, it will return false if the swept sphere along the given direction is completely out of the 6 frustum planes of the camera this function is usually used to test whether we need to render this object as shadow caster, where pvDirection is the current sun direction. | |
virtual bool | TestCollision (CBaseCamera *pCamera) |
check if the object's original shape can be seen via a camera. More... | |
virtual bool | TestCollisionObject (IViewClippingObject *pObj) |
desc: test if the object collide with this object in the world view. More... | |
virtual bool | TestCollisionRay (const Vector3 &vPickRayOrig, const Vector3 &vPickRayDir, float *fDistance) |
Desc: Check the ray intersection with the object input:vPickRayOrig,vPickRayDir: mouse ray params output: fDistance: the distance between the eye and the intersection point. More... | |
virtual float | GetSphereCollisionDepth (Vector3 *pvCenter, float radius, bool bSolveDepth=false) |
desc: this is similar to TestCollisionSphere, but does more than that. More... | |
virtual float | GetObjectCollisionDepth (IViewClippingObject *pObj) |
desc: test if the circle in the y=0 plane collide with this object in the world view Note: radius can be zero. More... | |
virtual float | GetObjectToPointDistance (const Vector3 *pPoint) |
get the distance from the object's surface to a given point. More... | |
virtual void | DrawBoundingBox (SceneState *sceneState, DWORD color) |
debugging only: draw bounding box | |
virtual void | DrawOcclusionObject (SceneState *sceneState) |
draw the occlusion object More... | |
virtual void | DebugDraw (IBatchedElementDraw *pDebugDraw) |
this function is called whenever debugging drawing is enabled. More... | |
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virtual const std::string & | GetIdentifier () |
get the name or identifier. More... | |
virtual void | SetIdentifier (const std::string &sID) |
int | GetNameW (std::u16string &out) |
gets the unicode name | |
const std::string & | GetName () |
alias name for GetIdentifier | |
IRefObject * | GetRefObjectByName (const char *sName) |
RefListItem * | GetRefObjectByTag (int nTag) |
get the first reference object by its tag | |
bool | HasReferences () |
RefResult | AddReference (IRefObject *maker, int nTag=0) |
add a new reference. More... | |
RefResult | DeleteReference (IRefObject *ref) |
delete a reference. More... | |
RefResult | DeleteAllRefs () |
Deletes all references of this object. More... | |
int | DeleteAllRefsByTag (int nTag=0) |
Deletes all references whose tag is nTag of this object. More... | |
RefList & | GetRefList () |
get the ref list | |
int | GetRefObjNum () |
get the total number of references | |
RefListItem * | GetRefObject (int nIndex) |
get the referenced object at the given index. More... | |
virtual void | OnRefAdded (IRefObject *rm, int nTag=0) |
This is called after another object added this object to its reference list. More... | |
virtual void | OnRefDeleted (IRefObject *rm) |
This is called after another object deleted this object from its reference list. More... | |
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ATTRIBUTE_METHOD1 (IAttributeFields, GetName_s, const char **) | |
ATTRIBUTE_METHOD1 (IAttributeFields, SetName_s, const char *) | |
ATTRIBUTE_METHOD (IAttributeFields, PrintObject_s) | |
ATTRIBUTE_METHOD (IAttributeFields, AddRef_s) | |
ATTRIBUTE_METHOD1 (IAttributeFields, GetRefCount_s, int *) | |
ATTRIBUTE_METHOD1 (IAttributeFields, SetTime_s, int) | |
ATTRIBUTE_METHOD1 (IAttributeFields, GetTime_s, int *) | |
ATTRIBUTE_METHOD (IAttributeFields, Release_s) | |
virtual bool | ValidateFields () |
validate all fields and return true if validation passed. More... | |
virtual string | GetValidationMessage () |
get the recent validation message due to the most recent call to ValidateFields() | |
virtual bool | InvokeEditor (int nFieldID, const std::string &sParameters) |
Invoke an (external) editor for a given field. More... | |
virtual CDynamicAttributeField * | GetDynamicField (const std::string &sName) |
Get a dynamic field with a given name. More... | |
virtual CDynamicAttributeField * | GetDynamicField (int nIndex) |
Get a dynamic field with a given index. More... | |
virtual const char * | GetDynamicFieldNameByIndex (int nIndex) |
get field name by index | |
virtual int | GetDynamicFieldCount () |
how many dynamic field this object currently have. More... | |
virtual int | SetDynamicField (const std::string &sName, const CVariable &value) |
set a dynamic field with a given name. More... | |
virtual int | AddDynamicField (const std::string &sName, ATTRIBUTE_FIELDTYPE dwType) |
add dynamic field and return field index | |
virtual void | RemoveAllDynamicFields () |
remove all dynamic fields | |
virtual int | SaveDynamicFieldsToString (std::string &output) |
save only text dynamic fields to fieldname = value text strings. More... | |
virtual int | LoadDynamicFieldsFromString (const std::string &input) |
load only text dynamic fields from string More... | |
CAttributeClass * | GetAttributeClass () |
get the main attribute class object. More... | |
void | PrintObject () |
print the content of this object to a text file at temp/doc/[ClassName].txt. More... | |
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virtual void | Clone (IObject *obj) const |
Clone the object's contains to a pointer. More... | |
virtual IObject * | Clone () const |
Clone the object's contains and return a pointer to the newly created object. More... | |
virtual bool | Equals (const IObject *obj) const |
Compare the object with another object. More... | |
virtual const IType * | GetType () const |
virtual std::string | ToString () const |
WeakPtr_type & | GetWeakReference () |
get weak reference object. More... | |
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void | addref () const |
add reference count of the object. More... | |
bool | delref () const |
decrease reference count of the object. More... | |
int | GetRefCount () const |
get the reference count | |
virtual int | Release () |
CRefCounted * | AddToAutoReleasePool () |
addref and releases the ownership sometime soon automatically (usually at the end of the current frame). More... | |
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void | SetHeadOnText (const char *sText, int nIndex=0) |
set the text to be displayed on head on display | |
const char * | GetHeadOnText (int nIndex=0) |
Get the text to be displayed on head on display. | |
void | SetHeadOnUITemplateName (const char *sUIName, int nIndex=0) |
set which UI control the head on display will be used as a template for drawing the text it can be a single CGUIText Object or it can be a container with a direct children called "text" if this is "" or empty, the default UI template will be used. More... | |
const char * | GetHeadOnUITemplateName (int nIndex=0) |
get which UI control the head on display will be used as a template for drawing the text it can be a single CGUIText Object or it can be a container with a direct children called "text" if this is "" or empty, the default UI template will be used. More... | |
const std::string & | GetHeadOnUITemplateNameS (int nIndex=0) |
virtual CGUIBase * | GetHeadOnUIObject (int nIndex=0) |
void | SetHeadOnTextColor (DWORD color, int nIndex=0) |
set the text to be displayed on head on display | |
DWORD | GetHeadOnTextColor (int nIndex=0) |
Get the text to be displayed on head on display. | |
void | SetHeadOnOffest (const Vector3 &vOffset, int nIndex=0) |
set the offset where head on display should be rendered relative to the origin or head of the host 3d object | |
void | GetHeadOnOffset (Vector3 *pOut, int nIndex=0) |
Get the offset where head on display should be rendered relative to the origin or head of the host 3d object. | |
void | ShowHeadOnDisplay (bool bShow, int nIndex=0) |
show or hide object's head on display | |
bool | IsHeadOnDisplayShown (int nIndex=0) |
whether the object head on display shall be visible | |
bool | IsHeadOnZEnabled (int nIndex=0) |
whether z buffer test is enabled for Head On display. More... | |
void | SetHeadOnZEnabled (bool bZnabled, int nIndex=0) |
set if z buffer test is enabled for Head On display. More... | |
virtual bool | HasHeadOnDisplay (int nIndex=0) |
whether the object contains head on display at given index | |
bool | IsHeadOn3DScalingEnabled (int nIndex=0) |
Enable 3d scaling. More... | |
void | SetHeadOn3DScalingEnabled (bool bZnabled, int nIndex=0) |
Enable 3d scaling. | |
bool | IsHeadOnUseGlobal3DScaling (int nIndex=0) |
this is only used when m_bEnable3DScaling. More... | |
void | SetHeadOnUseGlobal3DScaling (bool bZnabled, int nIndex=0) |
this is only used when m_bEnable3DScaling. More... | |
void | SetHeadOnNearZoomDist (float fValue, int nIndex=0) |
float | GetHeadOnNearZoomDist (int nIndex=0) |
void | SetHeadOnFarZoomDist (float fValue, int nIndex=0) |
float | GetHeadOnFarZoomDist (int nIndex=0) |
void | SetHeadOnMinUIScaling (float fValue, int nIndex=0) |
float | GetHeadOnMinUIScaling (int nIndex=0) |
void | SetHeadOnMaxUIScaling (float fValue, int nIndex=0) |
float | GetHeadOnMaxUIScaling (int nIndex=0) |
void | SetHeadOnAlphaFadePercentage (float fValue, int nIndex=0) |
float | GetHeadOnAlphaFadePercentage (int nIndex=0) |
void | SetHeadOn3DFacing (float fValue, int nIndex=0) |
turn on 3d facing when this function is called | |
float | GetHeadOn3DFacing (int nIndex=0) |
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virtual bool | AddScriptCallback (int func_type, const string &script_func) |
add a new call back handler. More... | |
virtual ScriptCallback * | GetScriptCallback (int func_type) |
return NULL if there is no associated script. More... | |
virtual bool | RemoveScriptCallback (int func_type) |
remove a call back handler | |
Additional Inherited Members | |
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static CBaseObject * | GetObjectByID (int nID) |
GetObject By ID. More... | |
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static HRESULT | GetAttributeClassID_s (IAttributeFields *cls, int *p1) |
static HRESULT | GetAttributeClassName_s (IAttributeFields *cls, const char **p1) |
static bool | OpenWithDefaultEditor (const char *sFilename, bool bWaitOnReturn=false) |
Open a given file with the default registered editor in the game engine. More... | |
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static bool | DrawHeadOnUI (CBaseObject *pObj, int &nCounter, SceneState *pSceneState=NULL, CGUIText **ppObjUITextDefault=NULL, bool bZEnablePass=true, bool b3DTextPass=false) |
draw the headon UI of a specified object. More... | |
static bool | BeginPaint (SceneState *pSceneState, bool b3DTextPass, bool bZEnablePass) |
HeadOn UI needs to be drawn between BeginPaint and EndPaint, which is usually automatically when the first and last head on UI is called. More... | |
static void | EndPaint (SceneState *pSceneState, bool b3DTextPass) |
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static const float | SPEED_TURN = 2.7f |
static const float | SPEED_WALK = 0.9f |
static const float | SPEED_NORM_TURN = 0.7f |
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bool | MoveTowards (double dTimeDelta, const DVector3 &vPosTarget, float fStopDistance, bool *pIsSlidingWall=NULL) |
Move the biped in the physical scene.move the biped towards the target using its current speed and facing the biped may slide along a wall or be stopped. More... | |
bool | MoveTowards_OPC (double dTimeDelta, const DVector3 &vPosTarget, float fQuickMoveDistance=15.f) |
move as an OPC. More... | |
bool | MoveTowards_Linear (double dTimeDelta, const DVector3 &vPosTarget) |
move as an OPC. More... | |
bool | CheckBlockWorld (DVector3 &vMovePos, Vector3 &vMinPos, Vector3 &vMaxPos, bool &bUseGlobalTerrainNorm, bool &bReachPos, Vector3 &vBipedFacing, float fDeltaTime) |
vMovePos is new tentative position that the player is moving towards. More... | |
bool | FacingTowards (double dTimeDelta, float fTargetFacing) |
fFacingTarget: it must be in the range [0, 2*pi] | |
void | UpdateState (float fTimeDelta) |
this function is only called by the AnimateBiped() to update states for active bipeds. More... | |
bool | SetParamsFromAsset () |
set params from asset when the asset is available (async asset loading) More... | |
void | SetIsAlwaysAboveTerrain (bool bEnable) |
set whether character should always above terrain during movement. More... | |
bool | GetIsAlwaysAboveTerrain () |
get whether character should always above terrain during movement. More... | |
void | SetIsAnimPaused (bool bPaused) |
true to pause animation. More... | |
bool | GetIsAnimPaused () |
true to pause animation. More... | |
void | SetBlendingFactor (float fBlendingFactor) |
set the blending factor between the current and blend animation. More... | |
bool | FlyTowards (double dTimeDelta, const DVector3 &vPosTarget, float fStopDistance, bool *pIsSlidingWall) |
void | AnimateIdle (double dTimeDelta) |
Desc: Checks if Tiny has been idle for long enough. More... | |
void | AnimateMoving (double dTimeDelta, bool bSharpTurning=false) |
Desc: Here we try to figure out if we're moving and can keep moving, or if we're waiting / blocked and must keep waiting / blocked, or if we have reached our destination. More... | |
void | AnimateUserControl (double dTimeDelta) |
Desc: Reads user input and update Tiny's state and animation accordingly. | |
ParaXEntity * | GetParaXEntity () |
get parax asset entity if its type is ParaX model. More... | |
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virtual CAttributeClass * | CreateAttributeClass () |
initialize fields | |
virtual CDynamicAttributesSet * | GetDynamicAttributes (bool bCreateIfNotExist=false) |
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int | m_nSimTag |
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DVector3 | m_vPos |
position is always at the bottom center of the bounding shape. More... | |
CShapeAABB | m_aabb |
bounding box of containing object. More... | |
float | m_fYaw |
yaw or facing | |
float | m_fRadius |
radius of m_aabb | |
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int | m_nID |
the ID of the object. More... | |
DWORD | m_dwAttribute |
volume type and attribute of this object. More... | |
CChildObjectList_Type | m_children |
child objects array: we keep strong references (ref counted) to child objects | |
ObjectType | m_objType |
type of the object | |
CTerrainTile * | m_tileContainer |
int32 | m_nTechniqueHandle |
the primary technique handle | |
int32 | m_nFrameNumber |
the frame number that this object is last accessed. More... | |
int32 | m_nSelectGroupIndex |
this is the selection group index. More... | |
int32 | m_nRenderImportance |
the larger, the more important. More... | |
float | m_fRenderOrder |
0 if automatic, larger number renders after smaller numbered object. More... | |
float | m_fRenderDistance |
we will not render this object if the object's position to camera eye position is further than this value. More... | |
CParameterBlock * | m_pEffectParamBlock |
effect param block that should be applied to m_nTechniqueHandle | |
bool | m_bGeometryDirty: 1 |
whether the shape of the object is dirty, such as model, size, facing, local transform is changed. More... | |
bool | m_bEnableLOD: 1 |
whether to enable lod if there is lod. More... | |
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RefList | m_references |
This is the list of active references that refer to us. | |
std::string | m_sIdentifer |
unit name used in the scripting language | |
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WeakPtr_type | m_weak_reference |
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int | m_refcount |
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ObjectCallbackPool_Type | m_callback_scripts |
the NPL script handlers | |
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static int | g_nObjectSelectionEffect = ParaEngine::RenderSelectionStyle_border |
enum of RenderSelectionStyle More... | |
A typical character in role playing game.
It may be an other-player controlled character(OPC), a PC, NPC, or whatever. it contains attributes such as attack point, life value, defense, etc, which are typical in an RPG or MMORPG game.
character type.
character type.
|
inlinevirtual |
attribute class ID should be identical, unless one knows how overriding rules work.
Reimplemented from ParaEngine::CBipedObject.
|
inlinevirtual |
attribute class ID should be identical, unless one knows how overriding rules work.
Reimplemented from ParaEngine::CBipedObject.
|
inline |
get character ID in the database
|
inline |
get character ID in the database
|
inline |
get type
|
inline |
get type
DWORD CRpgCharacter::GetMentalState | ( | int | nIndex | ) |
the character mental state array.
nIndex | : index in the state array. usually 0-5. |
DWORD ParaEngine::CRpgCharacter::GetMentalState | ( | int | nIndex | ) |
the character mental state array.
nIndex | : index in the state array. usually 0-5. |
int ParaEngine::CRpgCharacter::GetSkill | ( | int | nIndex | ) |
get the character skill at the given slot.
nIndex | : index in the state array. |
int CRpgCharacter::GetSkill | ( | int | nIndex | ) |
get the character skill at the given slot.
nIndex | : index in the state array. |
int ParaEngine::CRpgCharacter::GetTool | ( | int | nIndex | ) |
get the character tool at the given slot.
nIndex | : index in the state array. |
int CRpgCharacter::GetTool | ( | int | nIndex | ) |
get the character tool at the given slot.
nIndex | : index in the state array. |
|
virtual |
this class should be implemented if one wants to add new attribute.
This function is always called internally.
Reimplemented from ParaEngine::CBipedObject.
|
virtual |
this class should be implemented if one wants to add new attribute.
This function is always called internally.
Reimplemented from ParaEngine::CBipedObject.
|
inline |
set character ID in the database
nID | : ID to set |
|
inline |
set character ID in the database
nID | : ID to set |
void CRpgCharacter::SetCharacterType | ( | int | nType | ) |
see CHARACTER_TYPE
nType |
void ParaEngine::CRpgCharacter::SetCharacterType | ( | int | nType | ) |
see CHARACTER_TYPE
nType |
void CRpgCharacter::SetMentalState | ( | int | nIndex, |
DWORD | data | ||
) |
the character mental state array.
nIndex | : index in the state array. usually 0-5. |
data | : in range [0,0xffffffff], the data to be set at the specified index in the mental state array. |
void ParaEngine::CRpgCharacter::SetMentalState | ( | int | nIndex, |
DWORD | data | ||
) |
the character mental state array.
nIndex | : index in the state array. usually 0-5. |
data | : in range [0,0xffffffff], the data to be set at the specified index in the mental state array. |
void ParaEngine::CRpgCharacter::SetSkill | ( | int | nIndex, |
int | nSkillID | ||
) |
set the character skill at the given slot.
nIndex | : index in the state array. |
nSkillID | the ID to be set at the specified index in the skill slot. |
void CRpgCharacter::SetSkill | ( | int | nIndex, |
int | nSkillID | ||
) |
set the character skill at the given slot.
nIndex | : index in the state array. |
nSkillID | the ID to be set at the specified index in the skill slot. |
void ParaEngine::CRpgCharacter::SetTool | ( | int | nIndex, |
int | ntoolID | ||
) |
set the character tool at the given slot.
nIndex | : index in the state array. |
ntoolID | the ID to be set at the specified index in the tool slot. |
void CRpgCharacter::SetTool | ( | int | nIndex, |
int | ntoolID | ||
) |
set the character tool at the given slot.
nIndex | : index in the state array. |
ntoolID | the ID to be set at the specified index in the tool slot. |
bool ParaEngine::CRpgCharacter::ToNpcDbItem | ( | CNpcDbItem & | npc | ) |
convert this object to NPC database item
npc | : where db item is saved. please note that if this is a newly created item, then ID will be <=0. |
bool CRpgCharacter::ToNpcDbItem | ( | CNpcDbItem & | npc | ) |
convert this object to NPC database item
npc | : where db item is saved. please note that if this is a newly created item, then ID will be <=0. |
build on load attribute text file
bool CRpgCharacter::UpdateFromNPCDbItem | ( | const CNpcDbItem & | npc, |
DWORD | dwFields | ||
) |
Update the current NPC from data item from the database.
npc | the db item by which this character should be updated. |
dwFields | a bitwise of database fields specifying which data is to be updated. If it is ALL_ATTRIBUTES(0xffffffff), all data will be updated. please refer to CNpcDbItem::UPDATE_FIELDS for the meaning of the data fields which can be selectively updated. |
parse on load attribute file type, see RPGcharacter.cpp ToNpcDbItem() for how this is generated
bool ParaEngine::CRpgCharacter::UpdateFromNPCDbItem | ( | const CNpcDbItem & | npc, |
DWORD | dwFields | ||
) |
Update the current NPC from data item from the database.
npc | the db item by which this character should be updated. |
dwFields | a bitwise of database fields specifying which data is to be updated. If it is ALL_ATTRIBUTES(0xffffffff), all data will be updated. please refer to CNpcDbItem::UPDATE_FIELDS for the meaning of the data fields which can be selectively updated. |