ProcessObject

Engine/source/T3D/gameBase/processList.h

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Classes:

Public Functions

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.

This is really implemented in GameBase and is only here to avoid casts within ProcessList.

Interpolates between tick events.

bool

Returns true if this object processes ticks.

Allow object to modify the Move before it is ticked or sent to the server.

Force this object to process after some other object.

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

Removes this object from the tick-processing list.

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).

Parameters:
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.

Parameters:
t

If true, tick processing is enabled.

Reimplemented by: SceneObject