ProcessObject
Engine/source/T3D/gameBase/processList.h
Classes:
Public Attributes
Public Functions
advanceTime(F32 dt)
Advances simulation time for animations.
Clears the effects of a call to processAfter()
Returns the object that this processes after.
This is really implemented in GameBase and is only here to avoid casts within ProcessList.
getPacketDataChecksum(GameConnection * conn)
This is really implemented in GameBase and is only here to avoid casts within ProcessList.
interpolateTick(F32 delta)
Interpolates between tick events.
bool
Returns true if this object processes ticks.
plJoin(ProcessObject * )
preprocessMove(Move * move)
Allow object to modify the Move before it is ticked or sent to the server.
processAfter(ProcessObject * obj)
Force this object to process after some other object.
processTick(const Move * move)
Processes a move event and updates object state once every 32 milliseconds.
Removes this object from the tick-processing list.
setProcessTick(bool t)
Set the status of tick processing.
Detailed Description
Public Attributes
bool mIsGameBase
U32 mOrderGUID
Link mProcessLink
U32 mProcessTag
bool mProcessTick
Public Functions
ProcessObject()
~ProcessObject()
advanceTime(F32 dt)
Advances simulation time for animations.
This is called every frame.
Parameters:
dt | Time since last advance call |
Reimplemented by: afxCamera, afxEffectron, afxMagicSpell, afxSelectron, afxSpellBook, afxModel, afxMooring, afxProjectile, afxStaticShape, Sun, OpenVRTrackedObject, Debris, Explosion, Lightning, ParticleEmitter, ParticleEmitterNode, RibbonNode, Splash, Item, PhysicsDebris, Player, Projectile, ProximityMine, RigidShape, ShapeBase, TSStatic, AITurretShape, TurretShape, FlyingVehicle, HoverVehicle, Vehicle, WheeledVehicle, VHumanoidActor, LightBase, SpawnSphere, PhysicsShape, Ribbon
clearProcessAfter()
Clears the effects of a call to processAfter()
Reimplemented by: SceneObject
getAfterObject()
Returns the object that this processes after.
Reimplemented by: SceneObject
getControllingClient()
This is really implemented in GameBase and is only here to avoid casts within ProcessList.
Reimplemented by: GameBase
getPacketDataChecksum(GameConnection * conn)
This is really implemented in GameBase and is only here to avoid casts within ProcessList.
Reimplemented by: GameBase
interpolateTick(F32 delta)
Interpolates between tick events.
This takes place on the CLIENT ONLY.
Parameters:
delta | Time since last call to interpolate |
Reimplemented by: afxCamera, afxMagicMissile, afxProjectile, OpenVRTrackedObject, Camera, Lightning, Precipitation, Ribbon, Item, LightBase, PhysicsDebris, PhysicsShape, Player, Projectile, StaticShape, Trigger, TSStatic, GameBase, PathCamera, PathShape, RigidShape, TurretShape, VHumanoidActor
isTicking()
Returns true if this object processes ticks.
plJoin(ProcessObject * )
plLinkAfter(ProcessObject * )
plLinkBefore(ProcessObject * )
plUnlink()
preprocessMove(Move * move)
Allow object to modify the Move before it is ticked or sent to the server.
This is only called for the control object on the client-side.
processAfter(ProcessObject * obj)
Force this object to process after some other object.
For example, a player mounted to a vehicle would want to process after the vehicle to prevent a visible 'lagging' from occurring when the vehicle moves. So the player would be set to processAfter(theVehicle).
Parameters:
obj | Object to process after |
Reimplemented by: SceneObject
processTick(const Move * move)
Processes a move event and updates object state once every 32 milliseconds.
This takes place both on the client and server, every 32 milliseconds (1 tick).
move | Move event corresponding to this tick, or NULL. |
Reimplemented by: afxEffectron, afxMagicSpell, afxSelectron, afxSpellBook, Precipitation, Ribbon, PathCamera, PathShape, afxCamera, afxMagicMissile, afxProjectile, TimeOfDay, VolumetricFog, NavMesh, NavPath, OpenVRTrackedObject, Camera, Debris, Explosion, Lightning, ParticleEmitter, ParticleEmitterNode, RibbonNode, Splash, GameBase, Item, SpawnSphere, PhysicsDebris, PhysicsForce, PhysicsShape, Player, Projectile, ProximityMine, RigidShape, ShapeBase, StaticShape, Trigger, TSStatic, AITurretShape, TurretShape, Vehicle, WheeledVehicle, VHumanoidActor, VActor, VPath
removeFromProcessList()
Removes this object from the tick-processing list.
setProcessTick(bool t)
Set the status of tick processing.
Set true to receive processTick, advanceTime, and interpolateTick calls.
t | If true, tick processing is enabled. |
Reimplemented by: SceneObject