![]() |
Pyrogenesis HEAD
Pyrogenesis, a RTS Engine
|
Prepare for rendering a new frame (set up model positions etc). More...
#include <MessageTypes.h>


Public Member Functions | |
| virtual int | GetType () const |
| virtual const char * | GetScriptHandlerName () const |
| virtual const char * | GetScriptGlobalHandlerName () const |
| virtual JS::Value | ToJSVal (const ScriptRequest &rq) const |
| CMessageInterpolate (float deltaSimTime, float offset, float deltaRealTime) | |
Public Member Functions inherited from CMessage | |
| virtual | ~CMessage () |
| virtual int | GetType () const =0 |
| virtual const char * | GetScriptHandlerName () const =0 |
| virtual const char * | GetScriptGlobalHandlerName () const =0 |
| virtual JS::Value | ToJSVal (const ScriptRequest &) const =0 |
| JS::Value | ToJSValCached (const ScriptRequest &) const |
Static Public Member Functions | |
| static CMessage * | FromJSVal (const ScriptRequest &, JS::HandleValue val) |
Public Attributes | |
| float | deltaSimTime |
| Elapsed simulation time since previous interpolate, in seconds. More... | |
| float | offset |
| Range [0, 1] (inclusive); fractional time of current frame between previous/next simulation turns. More... | |
| float | deltaRealTime |
| Elapsed real time since previous interpolate, in seconds. More... | |
Additional Inherited Members | |
Protected Member Functions inherited from CMessage | |
| CMessage () | |
Prepare for rendering a new frame (set up model positions etc).
|
inline |
|
static |
|
inlinevirtual |
Implements CMessage.
|
inlinevirtual |
Implements CMessage.
|
inlinevirtual |
Implements CMessage.
|
virtual |
Implements CMessage.
| float CMessageInterpolate::deltaRealTime |
Elapsed real time since previous interpolate, in seconds.
| float CMessageInterpolate::deltaSimTime |
Elapsed simulation time since previous interpolate, in seconds.
This is similar to the elapsed real time, except it is scaled by the current simulation rate (and might indeed be zero).
| float CMessageInterpolate::offset |
Range [0, 1] (inclusive); fractional time of current frame between previous/next simulation turns.