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Public API Reference |
#include <movable.h>
Inheritance diagram for iMovable:
Public Methods | |
virtual iMovable * | GetParent () const=0 |
Get the parent movable. More... | |
virtual void | SetParent (iMovable *parent)=0 |
Set the parent movable. More... | |
virtual void | SetSector (iSector *sector)=0 |
Initialize the list of sectors to one sector where this thing is. More... | |
virtual void | ClearSectors ()=0 |
Clear the list of sectors. More... | |
virtual iSectorList * | GetSectors ()=0 |
Get the list of sectors for this entity. More... | |
virtual bool | InSector () const=0 |
Return true if we are placed in a sector (i.e. More... | |
virtual void | SetPosition (iSector *home, const csVector3 &v)=0 |
Set the transformation vector and sector to move to some position. More... | |
virtual void | SetPosition (const csVector3 &v)=0 |
Set the transformation vector for this object. More... | |
virtual const csVector3 & | GetPosition () const=0 |
Get the current position. More... | |
virtual const csVector3 | GetFullPosition () const=0 |
Get the current position but keep track of hierarchical transformations. More... | |
virtual void | SetTransform (const csMatrix3 &matrix)=0 |
Set the transformation matrix for this entity. More... | |
virtual void | SetTransform (const csReversibleTransform &t)=0 |
Set the world to object tranformation. More... | |
virtual csReversibleTransform & | GetTransform ()=0 |
Get the world to object tranformation. More... | |
virtual csReversibleTransform | GetFullTransform () const=0 |
Construct the full world to object transformation given this transformation and possible parents transformations. More... | |
virtual void | MovePosition (const csVector3 &v)=0 |
Relative move. More... | |
virtual void | Transform (const csMatrix3 &matrix)=0 |
Relative transform. More... | |
virtual void | AddListener (iMovableListener *listener)=0 |
Add a listener to this movable. More... | |
virtual void | RemoveListener (iMovableListener *listener)=0 |
Remove a listener from this movable. More... | |
virtual void | UpdateMove ()=0 |
After all movement has been done you need to call UpdateMove() to make the final changes to the entity that is controlled by this movable. More... | |
virtual long | GetUpdateNumber () const=0 |
A number which indicates if the movable has been updated. More... | |
virtual bool | IsTransformIdentity () const=0 |
This function returns true if the movable transformation is an identity transformation. More... | |
virtual bool | IsFullTransformIdentity () const=0 |
Return true if the movable transformation is an identity transformation and the (optional) parent of this movable also is has identity transformation. More... | |
virtual void | TransformIdentity ()=0 |
Set the transform of this movable to the identity transform (i.e. More... |
where it is in the world). Movables are attached to mesh objects (use iMeshWrapper->GetMovable()) to get the movable belonging to some mesh.
Usually models are defined with the local origin (0,0,0) somewhere in the model. Sometimes in the center or the center-bottom depending on what is easiest. It is important to realize that all position setting routines below operate relative to the local origin of the object.
Common problem: some mesh objects (in particular thing) don't allow movement by default for optimization purposes. Changing the movable will not do a lot in that case. To enable moving you have to set the CS_THING_MOVE_OCCASIONAL flags using iThingState->SetMovingOption().
Definition at line 72 of file iengine/movable.h.
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Add a listener to this movable. This listener will be called whenever the movable changes (when UpdateMove() is called) or right before the movable is destroyed. |
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Clear the list of sectors. This basically makes the object invisible as it will not be present in any sector. The mesh will still be present in the engine list of meshes though. This function does not do anything if the parent is not 0. You have to call UpdateMove() after changing the sector information. |
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Get the current position but keep track of hierarchical transformations. So the returned vector will be the world space coordinate where this object really is. |
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Construct the full world to object transformation given this transformation and possible parents transformations.
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Get the parent movable. This is relevant in case the mesh belonging to this movable is part of a hierarchical transformation. |
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Get the current position. Remember that positions are relative to some sector. This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function returns the position relative to the parent. |
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Get the list of sectors for this entity. Using this list you can get and set all sectors that this object is in. Note that if an object crosses a portal then you should in theory add every touched sector to this list of sectors. If objects are small then you can get away by not doing this. But it is possible that you will get render/clipping errors. There is a convenience function (iMeshWrapper->PlaceMesh()) which will attempt to find all sectors a mesh is in and update the movable. This will return the sectors of the parent if there is a parent. Referenced by csMovable::GetSectors. |
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Get the world to object tranformation. This==object and Other==world so This2Other() transforms from object to world space. If you modify this transform you have to call UpdateMove() later. This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will get the transformation relative to the parent. |
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A number which indicates if the movable has been updated. One can use this number to see if the position of the object has changed since the last time it was checked. |
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Return true if we are placed in a sector (i.e. visible). |
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Return true if the movable transformation is an identity transformation and the (optional) parent of this movable also is has identity transformation. Only in this case can you know that the object has the same object space coordinates as world space coordinates. Basically this function will return true if GetFullTransform() would return the identity transform. |
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This function returns true if the movable transformation is an identity transformation. As soon as the object is moved this function will return false. You can use 'TransformIdentity()' to go back to the identity transform which will again let this flag return true. Note that this flag is only relevant for the transform of this movable and doesn't look at the transforms of the parents. Use IsFullTransformIdentity() for that. The engine and visibility cullers can use this information to optimize stuff a bit. This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will only test the local transform for identity. |
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Relative move.
Note that this function will not check for collision detection or portals. This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will move relative to the parent. |
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Remove a listener from this movable.
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Set the parent movable. Usually you don't need to call this function yourselves as it is called automatically whenever you add some mesh to another mesh parent (using iMeshWrapper->GetChildren ()->Add()). |
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Set the transformation vector for this object. Note that the sectors and orientation are unchanged. You have to call UpdateMove() after changing the position of an object. This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will set the position relative to the parent. |
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Set the transformation vector and sector to move to some position. This call doesn't change the orientation of the model. You have to call UpdateMove() after changing the position of an object. This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will set the position relative to the parent. |
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Initialize the list of sectors to one sector where this thing is. This is a convenience funcion. Calling this function makes the object visible in this sector. Use GetSectors() if you want to have more control over where the object really is. This function does not do anything if the parent is not 0. You have to call UpdateMove() after changing the sector information. |
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Set the world to object tranformation. This==object and Other==world for the transform. WARNING: Do not scale objects using the transform in the movable! Several subsystems in Crystal Space (like collision detection and visibility culling) don't work properly if you do that. Instead use iMeshWrapper or iMeshFactoryWrapper->HardTransform() to scale. This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will set the transformation relative to the parent. |
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Set the transformation matrix for this entity. You have to call UpdateMove() after changing the transform of an object. WARNING: Do not scale objects using the transform in the movable! Several subsystems in Crystal Space (like collision detection and visibility culling) don't work properly if you do that. Instead use iMeshWrapper or iMeshFactoryWrapper->HardTransform() to scale. This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will set the transformation relative to the parent. |
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Relative transform.
This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will move relative to the parent. |
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Set the transform of this movable to the identity transform (i.e. not moving at all). You have to call UpdateMove() after calling this. This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will only set the local transform to identity. |
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After all movement has been done you need to call UpdateMove() to make the final changes to the entity that is controlled by this movable. This is very important! This function is responsible for calling all movement listeners. If you do not call this function then the visibility cullers will not work right (among other things). UpdateMove() will also check for the transform being the identity transform and in that case it will set the identity flag to true. |