PathShape

Engine/source/T3D/pathShape.h

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Classes:

Public Types

enum
State {
  Forward 
  Backward 
  Stop 
  StateBits = 3
}

Private Types

enum
Constants {  NodeWindow = 20
}
enum
MaskBits {
  WindowMask = Parent::NextFreeMask
  PositionMask = WindowMask << 1
  TargetMask = PositionMask << 1
  StateMask = TargetMask << 1
  NextFreeMask = StateMask << 1
}
Parent 

Private Functions

Public Functions

Interpolates between tick events.

bool

Called when the object is added to the sim.

bool
onNewDataBlock(GameBaseData * dptr, bool reload)

Called when a new datablock is set.

onNode(S32 node)

Called when the object is removed from the sim.

packUpdate(NetConnection * conn, U32 mask, BitStream * stream)

Instructs this object to pack its state for transfer over the network.

Processes a move event and updates object state once every 32 milliseconds.

reset(F32 speed)

Instructs this object to read state data previously packed with packUpdate.

Public Static Functions

Detailed Description

Public Types

State

Enumerator

Forward
Backward
Stop
StateBits = 3

Private Types

Constants

Enumerator

NodeWindow = 20
MaskBits

Enumerator

WindowMask = Parent::NextFreeMask
PositionMask = WindowMask << 1
TargetMask = PositionMask << 1
StateMask = TargetMask << 1
NextFreeMask = StateMask << 1
typedef StaticShape Parent 

Private Attributes

StateDelta delta 
PathShapeData * mDataBlock 
S32 mNodeBase 
S32 mNodeCount 
F32 mPosition 
CameraSpline mSpline 
S32 mState 
F32 mTarget 
bool mTargetSet 

Public Attributes

StringTableEntry mControl [4]
SimObjectRef< SimPath::Path > mSimPath 

Private Functions

advancePosition(S32 ms)

interpolateMat(F32 pos, MatrixF * mat)

Public Functions

PathShape()

~PathShape()

DECLARE_CONOBJECT(PathShape )

getState()

interpolateTick(F32 delta)

Reimplemented from: GameBase

onAdd()

Reimplemented from: GameBase

onNewDataBlock(GameBaseData * dptr, bool reload)

Reimplemented from: GameBase

onNode(S32 node)

onRemove()

Reimplemented from: GameBase

packUpdate(NetConnection * conn, U32 mask, BitStream * stream)

Reimplemented from: GameBase

popFront()

processTick(const Move * move)

Reimplemented from: GameBase

pushBack(CameraSpline::Knot * knot)

pushFront(CameraSpline::Knot * knot)

reset(F32 speed)

setPosition(F32 pos)

setState(State s)

setTarget(F32 pos)

unpackUpdate(NetConnection * conn, BitStream * stream)

Reimplemented from: GameBase

Public Static Functions

consoleInit()

initPersistFields()