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Animation threads & data |
| Player::ActionAnimation | mActionAnimation |
| Player::ArmAnimation | mArmAnimation |
| TSThread * | mArmThread |
| TSThread * | mHeadVThread |
| TSThread * | mHeadHThread |
| TSThread * | mRecoilThread |
| static Range | mArmRange |
| static Range | mHeadVRange |
| static Range | mHeadHRange |
Public Member Functions |
| | DECLARE_CONOBJECT (Player) |
| | Player () |
| | ~Player () |
| Point3F | getVelocity () const |
| | Gets the velocity of the object.
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| void | setVelocity (const VectorF &vel) |
| | Sets the velocity of this object.
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| void | applyImpulse (const Point3F &pos, const VectorF &vec) |
| | Apply an impulse at the given point, with magnitude/direction of vec.
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| const Point3F & | getRotation () |
| | Get the rotation of the player.
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| const Point3F & | getHeadRotation () |
| | Get the rotation of the head of the player.
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| void | getDamageLocation (const Point3F &in_rPos, const char *&out_rpVert, const char *&out_rpQuad) |
| bool | canJump () |
| | Can the player jump?
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| bool | canJetJump () |
| | Can the player jet?
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| bool | haveContact () |
| | Is it in contact with something.
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| void | getMuzzlePointAI (U32 imageSlot, Point3F *point) |
| float | getMaxForwardVelocity () |
| | duh
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| virtual bool | isDisplacable () const |
| | Returns true if this object allows itself to be displaced.
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| virtual Point3F | getMomentum () const |
| | Returns the momentum of this object.
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| virtual void | setMomentum (const Point3F &momentum) |
| | Sets the momentum of this object.
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| virtual F32 | getMass () const |
| | Returns the mass of this object.
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| virtual bool | displaceObject (const Point3F &displaceVector) |
| | Displaces this object by a vector.
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| virtual bool | getAIMove (Move *) |
| bool | checkDismountPosition (const MatrixF &oldPos, const MatrixF &newPos) |
| | Is it safe to dismount here?
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| bool | onAdd () |
| | Called when the object is added to the sim.
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| void | onRemove () |
| | Called when the object is removed from the sim.
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| bool | onNewDataBlock (GameBaseData *dptr) |
| | Called when a new datablock is set.
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| void | onScaleChanged () |
| | Called when the size of the object changes.
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| const char * | getStateName () |
| bool | setActionThread (const char *sequence, bool hold, bool wait, bool fsp=false) |
| bool | setArmThread (const char *sequence) |
| void | setControlObject (ShapeBase *obj) |
| | sets the object this is controling
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| ShapeBase * | getControlObject () |
| | Returns the object this is controling.
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| void | updateWorkingCollisionSet () |
| void | processTick (const Move *move) |
| | Processes a move event and updates object state once every 32 milliseconds.
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| void | interpolateTick (F32 delta) |
| | Interpolates between tick events.
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| void | advanceTime (F32 dt) |
| | Advances simulation time for animations.
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| bool | castRay (const Point3F &start, const Point3F &end, RayInfo *info) |
| | Casts a ray from start to end, stores gathered information in 'info' returns true if successful.
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| bool | buildPolyList (AbstractPolyList *polyList, const Box3F &box, const SphereF &sphere) |
| | Builds a polylist of the polygons in this object returns true if successful.
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| void | buildConvex (const Box3F &box, Convex *convex) |
| | Builds a convex hull for this object.
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| bool | isControlObject () |
| void | onCameraScopeQuery (NetConnection *cr, CameraScopeQuery *) |
| | Control object scoping.
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| void | writePacketData (GameConnection *conn, BitStream *stream) |
| | Write state information necessary to perform client side prediction of an object.
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| void | readPacketData (GameConnection *conn, BitStream *stream) |
| | Read data written with writePacketData() and update the object state.
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| U32 | packUpdate (NetConnection *conn, U32 mask, BitStream *stream) |
| | Instructs this object to pack its state for transfer over the network.
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| void | unpackUpdate (NetConnection *conn, BitStream *stream) |
| | Instructs this object to read state data previously packed with packUpdate.
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| virtual bool | prepRenderImage (SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState) |
| | Called when the SceneGraph is ready for the registration of RenderImages.
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|
Transforms are all in object space
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| void | setTransform (const MatrixF &mat) |
| | Sets the Object -> World transform.
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| void | getEyeTransform (MatrixF *mat) |
| | Returns the eye transform of this shape, IE the eyes of a player.
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| void | getRenderEyeTransform (MatrixF *mat) |
| void | getCameraParameters (F32 *min, F32 *max, Point3F *offset, MatrixF *rot) |
| | Gets the minimum viewing distance, maximum viewing distance, camera offsetand rotation for this object, if the world were to be viewed through its eyes.
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| void | getMuzzleTransform (U32 imageSlot, MatrixF *mat) |
| | Muzzle transform of mounted object in world space.
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| void | getRenderMuzzleTransform (U32 imageSlot, MatrixF *mat) |
Static Public Member Functions |
| static void | consoleInit () |
| | Register global constant variables and do other one-time initialization tasks in a subclass of ConsoleObject.
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Public Attributes |
| OrthoBoxConvex | mConvex |
| Box3F | mWorkingQueryBox |
| Box3F | mScaledBox |
Protected Member Functions |
| void | setState (ActionState state, U32 ticks=0) |
| void | updateState () |
| void | updateMove (const Move *move) |
| | Update the movement.
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| bool | updatePos (const F32 travelTime=TickSec) |
| | Interpolate movement.
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| void | updateLookAnimation (F32 dT=0.f) |
| | Update head animation.
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| void | updateAnimation (F32 dt) |
| | Update other animations.
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| void | updateAnimationTree (bool firstPerson) |
| bool | step (Point3F *pos, F32 *maxStep, F32 time) |
| void | checkMissionArea () |
| | See if the player is still in the mission area.
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| virtual bool | setArmThread (U32 action) |
| virtual void | setActionThread (U32 action, bool forward, bool hold=false, bool wait=false, bool fsp=false, bool forceSet=false) |
| virtual void | updateActionThread () |
| virtual void | pickActionAnimation () |
| void | onUnmount (ShapeBase *obj, S32 node) |
| void | setPosition (const Point3F &pos, const Point3F &viewRot) |
| void | setRenderPosition (const Point3F &pos, const Point3F &viewRot, F32 dt=-1) |
| void | findContact (bool *run, bool *jump, VectorF *contactNormal) |
| virtual void | onImageRecoil (U32 imageSlot, ShapeBaseImageData::StateData::RecoilState) |
| virtual void | updateDamageLevel () |
| virtual void | updateDamageState () |
| void | setControllingClient (GameConnection *client) |
| | Set which client is controlling this player.
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| void | calcClassRenderData () |
| | Preprender logic.
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| void | playFootstepSound (bool triggeredLeft, S32 sound) |
| | Play a footstep sound.
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| void | playImpactSound () |
| | Play an impact sound.
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| bool | inDeathAnim () |
| | Are we in the process of dying?
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| F32 | deathDelta (Point3F &delta) |
| void | updateDeathOffsets () |
| bool | inSittingAnim () |
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| void | updateSplash () |
| | Update the splash effect.
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| void | updateFroth (F32 dt) |
| | Update any froth.
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| void | updateWaterSounds (F32 dt) |
| | Update water sounds.
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| bool | pointInWater (Point3F &point) |
| | Tests to see if a point is in water.
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| void | createSplash (Point3F &pos, F32 speed) |
| | Creates a splash.
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| bool | collidingWithWater (Point3F &waterHeight) |
| | Are we collising with water?
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Protected Attributes |
| bool | mJetting |
Private Types |
| typedef ShapeBase | Parent |
| | ActionMask = Parent::NextFreeMask << 0 |
| | MoveMask = Parent::NextFreeMask << 1 |
| | ImpactMask = Parent::NextFreeMask << 2 |
| | NextFreeMask = Parent::NextFreeMask << 3 |
| | NullState |
| | MoveState |
| | RecoverState |
| | NumStateBits = 3 |
| enum | MaskBits {
ActionMask = Parent::NextFreeMask << 0,
MoveMask = Parent::NextFreeMask << 1,
ImpactMask = Parent::NextFreeMask << 2,
NextFreeMask = Parent::NextFreeMask << 3
} |
| | Bit masks for different types of events. More...
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| enum | ActionState {
NullState,
MoveState,
RecoverState,
NumStateBits = 3
} |
| | Main player state. More...
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Private Attributes |
| SimObjectPtr< ParticleEmitter > | mSplashEmitter [PlayerData::NUM_SPLASH_EMITTERS] |
| F32 | mBubbleEmitterTime |
| StateDelta | delta |
| | Used for interpolation on the client.
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| S32 | mPredictionCount |
| | Number of ticks to predict.
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| Point3F | mHead |
| | Head rotation, uses only x & z.
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| Point3F | mRot |
| | Body rotation, uses only z.
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| VectorF | mVelocity |
| | Velocity.
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| Point3F | mAnchorPoint |
| | Pos compression anchor.
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| S32 | mImpactSound |
| S32 | mMountPending |
| | mMountPending suppresses tickDelay countdown so players will sit until their mount, or another animation, comes through (or 13 seconds elapses).
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| ActionState | mState |
| | What is the player doing?
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| bool | mFalling |
| | Falling in mid-air?
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| S32 | mJumpDelay |
| | Delay till next jump.
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| S32 | mContactTimer |
| | Ticks since last contact.
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| Point3F | mJumpSurfaceNormal |
| | Normal of the surface the player last jumped on.
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| U32 | mJumpSurfaceLastContact |
| | How long it's been since the player landed (ticks).
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| F32 | mWeaponBackFraction |
| | Amount to slide the weapon back (if it's up against something).
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| SFXSource * | mMoveBubbleSound |
| | Sound for moving bubbles.
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| SFXSource * | mWaterBreathSound |
| | Sound for underwater breath.
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| SimObjectPtr< ShapeBase > | mControlObject |
| | Controlling object.
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| bool | mInMissionArea |
| | Are we in the mission area?
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| S32 | mRecoverTicks |
| | same as recoverTicks in the player datablock
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| U32 | mReversePending |
| bool | inLiquid |
| | Are we in liquid?
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| PlayerData * | mDataBlock |
| | MMmmmmm...datablock...
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| Point3F | mLastPos |
| | Holds the last position for physics updates.
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| Point3F | mLastWaterPos |
| | Same as mLastPos, but for water.
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| Player::ContactInfo | mContactInfo |
| Player::Death | mDeath |
Static Private Attributes |
| static F32 | mGravity |
| | Gravity.
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Classes |
| struct | ActionAnimation |
| struct | ArmAnimation |
| struct | ContactInfo |
| struct | Death |
| struct | Range |
| struct | StateDelta |
| | Client interpolation/warp data. More...
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