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Zap::MoveObject class Reference
Zap::MoveObject Class Reference#include <moveObject.h>
Inheritance diagram for Zap::MoveObject:
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Public Types |
enum | {
ActualState = 0,
RenderState,
LastProcessState,
MoveStateCount
} |
Public Member Functions |
| MoveObject (Point pos=Point(0, 0), float radius=1, float mass=1) |
void | updateInterpolation () |
void | updateExtent () |
Point | getRenderPos () |
Point | getActualPos () |
float | getMass () |
Point | getRenderVel () |
Point | getActualVel () |
void | move (F32 time, U32 stateIndex, bool displacing) |
bool | collide (GameObject *otherObject) |
GameObject * | findFirstCollision (U32 stateIndex, F32 &collisionTime, Point &collisionPoint) |
void | computeCollisionResponseMoveObject (U32 stateIndex, MoveObject *objHit) |
void | computeCollisionResponseBarrier (U32 stateIndex, Point &collisionPoint) |
F32 | computeMinSeperationTime (U32 stateIndex, MoveObject *contactObject, Point intendedPos) |
bool | getCollisionCircle (U32 stateIndex, Point &point, float &radius) |
F32 | getRadius () |
Protected Types |
enum | {
InterpMaxVelocity = 900,
InterpAcceleration = 1800
} |
Protected Attributes |
float | mRadius |
float | mMass |
MoveState | mMoveState [MoveStateCount] |
bool | mInterpolating |
Member Enumeration Documentation
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- Enumeration values:
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ActualState |
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RenderState |
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LastProcessState |
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MoveStateCount |
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anonymous enum [protected]
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- Enumeration values:
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InterpMaxVelocity |
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InterpAcceleration |
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Constructor & Destructor Documentation
Zap::MoveObject::MoveObject |
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Point |
pos = Point(0, 0), |
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float |
radius = 1, |
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float |
mass = 1 |
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Member Function Documentation
void Zap::MoveObject::updateInterpolation |
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void Zap::MoveObject::updateExtent |
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Point Zap::MoveObject::getRenderPos |
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[inline, virtual] |
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Point Zap::MoveObject::getActualPos |
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[inline, virtual] |
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float Zap::MoveObject::getMass |
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[inline] |
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Point Zap::MoveObject::getRenderVel |
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[inline, virtual] |
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Point Zap::MoveObject::getActualVel |
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[inline, virtual] |
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void Zap::MoveObject::move |
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F32 |
time, |
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U32 |
stateIndex, |
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bool |
displacing |
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bool Zap::MoveObject::collide |
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GameObject * |
otherObject |
) |
[virtual] |
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GameObject* Zap::MoveObject::findFirstCollision |
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U32 |
stateIndex, |
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F32 & |
collisionTime, |
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Point & |
collisionPoint |
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) |
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void Zap::MoveObject::computeCollisionResponseMoveObject |
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U32 |
stateIndex, |
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MoveObject * |
objHit |
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) |
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void Zap::MoveObject::computeCollisionResponseBarrier |
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U32 |
stateIndex, |
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Point & |
collisionPoint |
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) |
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F32 Zap::MoveObject::computeMinSeperationTime |
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U32 |
stateIndex, |
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MoveObject * |
contactObject, |
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Point |
intendedPos |
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) |
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bool Zap::MoveObject::getCollisionCircle |
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U32 |
stateIndex, |
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Point & |
point, |
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float & |
radius |
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[inline, virtual] |
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F32 Zap::MoveObject::getRadius |
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[inline] |
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Field Documentation
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