VActorPhysicsController
Engine/source/Verve/VActor/VActorPhysicsController.h
Protected Attributes
bool
Public Functions
applyGravity(const F32 & pElapsedTime)
clearControlState(const U32 & pControlState)
clearMoveState(const U32 & pMoveState)
bool
findCollision(Collision *& pCollision)
bool
findGroundContact(SceneObject *& pContactObject, Point3F & pContactPoint, VectorF & pContactNormal)
VPath *
bool
initPhysicsController(VActor * pObject)
bool
interpolateTick(const F32 & pDelta)
const bool
bool
onActorEvent(const VActor::eEventType & pEvent)
packUpdate(NetConnection * pConnection, U32 pMask, BitStream * pStream)
postTickUpdate(const F32 & pDelta)
preTickUpdate(const F32 & pDelta)
setControlState(const U32 & pControlState)
setGravity(VectorF & pGravity)
setMoveState(const U32 & pMoveState)
setPhysicsState(const U32 & pState)
setPosition(const Point3F & pPosition)
setTransform(const MatrixF & pTransform)
setVelocity(const VectorF & pVelocity)
solveCollision(Collision * pCollision)
unpackUpdate(NetConnection * pConnection, BitStream * pStream)
Detailed Description
Protected Attributes
U32 mControlState
OrthoBoxConvex mConvex
VectorF mGravity
VectorF mGroundNormal
SimObjectPtr< SceneObject > mGroundObject
VInterpController mInterpController
SimObjectPtr< VPath > mMountedPath
U32 mMoveState
SimObjectPtr< VActor > mObject
bool mOnGround
U32 mPhysicsState
VActorStateTable mPhysicsStateTable
VectorF mVelocity
Public Functions
VActorPhysicsController(void )
~VActorPhysicsController(void )
applyGravity(const F32 & pElapsedTime)
clearControlState(const U32 & pControlState)
clearGroundStatus(void )
clearMoveState(const U32 & pMoveState)
clearObject(void )
findCollision(Collision *& pCollision)
findGroundContact(SceneObject *& pContactObject, Point3F & pContactPoint, VectorF & pContactNormal)
getControlState(void )
getGravity(void )
getGroundNormal(void )
getGroundObject(void )
getMoveState(void )
getObject(void )
getObjectDataBlock(void )
getPathObject(void )
getPhysicsState(void )
getPosition(void )
getTransform(void )
getVelocity(void )
getWaterObject(void )
initPhysicsController(VActor * pObject)
initPhysicsTable(void )
integrateTickUpdate(const F32 & pDelta, const Move * pMove)
interpolateTick(const F32 & pDelta)
isInAir(void )
isInWater(void )
isMoving(const U32 & pMoveState)
isMoving(void )
isOnGround(void )
isPathing(void )
isValidObject(void )
onActorEvent(const VActor::eEventType & pEvent)
packUpdate(NetConnection * pConnection, U32 pMask, BitStream * pStream)
postTickUpdate(const F32 & pDelta)
preTickUpdate(const F32 & pDelta)
processCollisions(void )
setControlState(const U32 & pControlState)
setGravity(VectorF & pGravity)
setMoveState(const U32 & pMoveState)
setPhysicsState(const U32 & pState)
setPosition(const Point3F & pPosition)
setTransform(const MatrixF & pTransform)
setVelocity(const VectorF & pVelocity)
solveCollision(Collision * pCollision)
unpackUpdate(NetConnection * pConnection, BitStream * pStream)
update(const F32 & pDelta, const Move * pMove)
updateGroundStatus(void )
updateMoveState(void )
updateWorkingCollisionSet(void )