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| int | GetComponentTypeId () const override |
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| void | Init (const CParamNode ¶mNode) override |
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| void | Deinit () override |
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| void | Serialize (ISerializer &serialize) override |
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| void | Deserialize (const CParamNode ¶mNode, IDeserializer &deserialize) override |
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| void | Deserialized () |
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| void | UpdateTurretPosition () override |
| | Has to be called to update the simulation position of the turret. More...
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| std::set< entity_id_t > * | GetTurrets () override |
| | Get the list of turrets to read or edit. More...
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| void | SetTurretParent (entity_id_t id, const CFixedVector3D &offset) override |
| | Set this as a turret of an other entity. More...
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| entity_id_t | GetTurretParent () const override |
| | Get the turret parent of this entity. More...
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| bool | IsInWorld () const override |
| | Returns true if the entity currently exists at a defined position in the world. More...
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| void | MoveOutOfWorld () override |
| | Causes IsInWorld to return false. More...
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| void | MoveTo (entity_pos_t x, entity_pos_t z) override |
| | Move smoothly to the given location. More...
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| void | MoveAndTurnTo (entity_pos_t x, entity_pos_t z, entity_angle_t ry) override |
| | Combines MoveTo and TurnTo to avoid an uncessary "AdvertisePositionChange". More...
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| void | JumpTo (entity_pos_t x, entity_pos_t z) override |
| | Move immediately to the given location, with no interpolation. More...
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| void | SetHeightOffset (entity_pos_t dy) override |
| | Set the vertical offset above the terrain/water surface. More...
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| entity_pos_t | GetHeightOffset () const override |
| | Returns the current vertical offset above the terrain/water surface. More...
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| void | SetHeightFixed (entity_pos_t y) override |
| | Set the vertical position above the map zero point. More...
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| entity_pos_t | GetHeightFixed () const override |
| | Returns the current vertical offset above above the map zero point. More...
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| entity_pos_t | GetHeightAtFixed (entity_pos_t x, entity_pos_t z) const override |
| | Returns the vertical offset above above the map zero point the unit would have at the given position. More...
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| bool | IsHeightRelative () const override |
| | Returns true iff the entity will follow the terrain height (possibly with an offset) More...
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| void | SetHeightRelative (bool relative) override |
| | When set to true, the entity will follow the terrain height (possibly with an offset) When set to false, it's height won't change automatically. More...
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| bool | CanFloat () const override |
| | Returns whether the entity can float on water. More...
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| void | SetFloating (bool flag) override |
| | Set the entity to float on water. More...
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| void | SetActorFloating (bool flag) override |
| | Set the entity to float on water, in a non-network-synchronised visual-only way. More...
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| void | SetConstructionProgress (fixed progress) override |
| | Set construction progress of the model, this affects the rendered position of the model. More...
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| CFixedVector3D | GetPosition () const override |
| | Returns the current x,y,z position (no interpolation). More...
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| CFixedVector2D | GetPosition2D () const override |
| | Returns the current x,z position (no interpolation). More...
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| CFixedVector3D | GetPreviousPosition () const override |
| | Returns the previous turn's x,y,z position (no interpolation). More...
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| CFixedVector2D | GetPreviousPosition2D () const override |
| | Returns the previous turn's x,z position (no interpolation). More...
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| fixed | GetTurnRate () const override |
| | Returns the turn rate in radians per second. More...
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| void | TurnTo (entity_angle_t y) override |
| | Rotate smoothly to the given angle around the upwards axis. More...
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| void | SetYRotation (entity_angle_t y) override |
| | Rotate immediately to the given angle around the upwards axis. More...
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| void | SetXZRotation (entity_angle_t x, entity_angle_t z) override |
| | Rotate immediately to the given angles around the X (pitch) and Z (roll) axes. More...
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| CFixedVector3D | GetRotation () const override |
| | Returns the current rotation (relative to the upwards axis), as Euler angles with X=pitch, Y=yaw, Z=roll. More...
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| fixed | GetDistanceTravelled () const override |
| | Returns the distance that the unit will be interpolated over, i.e. More...
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| float | GetConstructionProgressOffset (const CVector3D &pos) const |
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| void | GetInterpolatedPosition2D (float frameOffset, float &x, float &z, float &rotY) const override |
| | Get the current interpolated 2D position and orientation, for rendering. More...
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| CMatrix3D | GetInterpolatedTransform (float frameOffset) const override |
| | Get the current interpolated transform matrix, for rendering. More...
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| void | GetInterpolatedPositions (CVector3D &pos0, CVector3D &pos1) const |
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| void | HandleMessage (const CMessage &msg, bool global) override |
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| virtual void | SetTurretParent (entity_id_t parent, const CFixedVector3D &offset)=0 |
| | Set this as a turret of an other entity. More...
|
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| virtual entity_id_t | GetTurretParent () const =0 |
| | Get the turret parent of this entity. More...
|
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| virtual void | UpdateTurretPosition ()=0 |
| | Has to be called to update the simulation position of the turret. More...
|
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| virtual std::set< entity_id_t > * | GetTurrets ()=0 |
| | Get the list of turrets to read or edit. More...
|
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| virtual bool | IsInWorld () const =0 |
| | Returns true if the entity currently exists at a defined position in the world. More...
|
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| virtual void | MoveOutOfWorld ()=0 |
| | Causes IsInWorld to return false. More...
|
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| virtual void | MoveTo (entity_pos_t x, entity_pos_t z)=0 |
| | Move smoothly to the given location. More...
|
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| virtual void | MoveAndTurnTo (entity_pos_t x, entity_pos_t z, entity_angle_t ry)=0 |
| | Combines MoveTo and TurnTo to avoid an uncessary "AdvertisePositionChange". More...
|
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| virtual void | JumpTo (entity_pos_t x, entity_pos_t z)=0 |
| | Move immediately to the given location, with no interpolation. More...
|
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| virtual void | SetHeightOffset (entity_pos_t dy)=0 |
| | Set the vertical offset above the terrain/water surface. More...
|
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| virtual entity_pos_t | GetHeightOffset () const =0 |
| | Returns the current vertical offset above the terrain/water surface. More...
|
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| virtual void | SetHeightFixed (entity_pos_t y)=0 |
| | Set the vertical position above the map zero point. More...
|
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| virtual entity_pos_t | GetHeightFixed () const =0 |
| | Returns the current vertical offset above above the map zero point. More...
|
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| virtual entity_pos_t | GetHeightAtFixed (entity_pos_t x, entity_pos_t z) const =0 |
| | Returns the vertical offset above above the map zero point the unit would have at the given position. More...
|
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| virtual bool | IsHeightRelative () const =0 |
| | Returns true iff the entity will follow the terrain height (possibly with an offset) More...
|
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| virtual void | SetHeightRelative (bool flag)=0 |
| | When set to true, the entity will follow the terrain height (possibly with an offset) When set to false, it's height won't change automatically. More...
|
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| virtual bool | CanFloat () const =0 |
| | Returns whether the entity can float on water. More...
|
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| virtual void | SetFloating (bool flag)=0 |
| | Set the entity to float on water. More...
|
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| virtual void | SetActorFloating (bool flag)=0 |
| | Set the entity to float on water, in a non-network-synchronised visual-only way. More...
|
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| virtual void | SetConstructionProgress (fixed progress)=0 |
| | Set construction progress of the model, this affects the rendered position of the model. More...
|
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| virtual CFixedVector3D | GetPosition () const =0 |
| | Returns the current x,y,z position (no interpolation). More...
|
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| virtual CFixedVector2D | GetPosition2D () const =0 |
| | Returns the current x,z position (no interpolation). More...
|
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| virtual CFixedVector3D | GetPreviousPosition () const =0 |
| | Returns the previous turn's x,y,z position (no interpolation). More...
|
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| virtual CFixedVector2D | GetPreviousPosition2D () const =0 |
| | Returns the previous turn's x,z position (no interpolation). More...
|
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| virtual fixed | GetTurnRate () const =0 |
| | Returns the turn rate in radians per second. More...
|
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| virtual void | TurnTo (entity_angle_t y)=0 |
| | Rotate smoothly to the given angle around the upwards axis. More...
|
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| virtual void | SetYRotation (entity_angle_t y)=0 |
| | Rotate immediately to the given angle around the upwards axis. More...
|
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| virtual void | SetXZRotation (entity_angle_t x, entity_angle_t z)=0 |
| | Rotate immediately to the given angles around the X (pitch) and Z (roll) axes. More...
|
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| virtual CFixedVector3D | GetRotation () const =0 |
| | Returns the current rotation (relative to the upwards axis), as Euler angles with X=pitch, Y=yaw, Z=roll. More...
|
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| virtual fixed | GetDistanceTravelled () const =0 |
| | Returns the distance that the unit will be interpolated over, i.e. More...
|
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| virtual void | GetInterpolatedPosition2D (float frameOffset, float &x, float &z, float &rotY) const =0 |
| | Get the current interpolated 2D position and orientation, for rendering. More...
|
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| virtual CMatrix3D | GetInterpolatedTransform (float frameOffset) const =0 |
| | Get the current interpolated transform matrix, for rendering. More...
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| virtual | ~IComponent () |
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| virtual void | Init (const CParamNode ¶mNode)=0 |
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| virtual void | Deinit ()=0 |
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| virtual void | HandleMessage (const CMessage &msg, bool global) |
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| CEntityHandle | GetEntityHandle () const |
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| void | SetEntityHandle (CEntityHandle ent) |
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| entity_id_t | GetEntityId () const |
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| CEntityHandle | GetSystemEntity () const |
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| const CSimContext & | GetSimContext () const |
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| void | SetSimContext (const CSimContext &context) |
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| virtual void | Serialize (ISerializer &serialize)=0 |
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| virtual void | Deserialize (const CParamNode ¶mNode, IDeserializer &deserialize)=0 |
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| virtual bool | NewJSObject (const ScriptInterface &scriptInterface, JS::MutableHandleObject out) const |
| | Returns false by default, indicating that a scripted wrapper of this IComponent is not supported. More...
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| virtual JS::Value | GetJSInstance () const |
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| virtual int | GetComponentTypeId () const =0 |
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