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Gray C++ Libraries
0.0.2
A set of C++ libraries for MSVC, GNU on Windows, WinCE, Linux
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#include <cMapMover.h>
Public Member Functions | |
CMapMover () | |
~CMapMover () | |
void | Mover_PushForce (const cVector3f &vForce) |
void | Mover_TargetArbitrary (const cVector3f &vTarget, float fSpeed) |
void | Mover_CircleArbitrary (const cVector3f &vCenter, float fSpeed, float fRadius) |
virtual bool | FrameMoveMover (bool bRelative, float fElapsedTime) |
virtual bool | FrameMovePhysics (bool bRelative, float fTimeDelta) |
void | UpdateMoverParams (cMapEntity *pEntity) |
void | put_MoverRadius (float fRadius) |
void | put_MoverCircumference (float fCirc) |
void | check_Circumference () |
float | get_MoverRadius () const |
float | get_MoverCircumference () const |
const cVector3f & | get_Velocity () const |
float | get_VelX () const |
float | get_VelY () const |
float | get_VelZ () const |
void | put_Velocity (const cVector3f &vVelocity) |
void | put_VelY (const float fVelY) |
void | Velocity_Clear () |
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cRefBase (int iRefCount=0) noexcept | |
virtual | ~cRefBase () |
int | get_RefCount () const noexcept |
HASHCODE_t | get_HashCode () const noexcept |
STDMETHOD_ (HASHCODE_t, get_HashCodeX)() const noexcept | |
virtual void | onFinalRelease () |
bool | isValidObj () const noexcept |
STDMETHOD_ (ULONG, AddRef)(void) override | |
STDMETHOD_ (ULONG, Release)(void) override | |
STDMETHOD() | QueryInterface (const IID &riid, void __RPC_FAR *__RPC_FAR *ppvObject) override |
void | IncRefCount () |
void | DecRefCount () |
bool | isStaticConstruct () const noexcept |
void | StaticConstruct () |
void | StaticDestruct () |
bool | isDestructing () noexcept |
void | SetDestructing () |
Public Attributes | |
cVector3f | m_vPositionPrev |
world coords (or relative coords) of position in last frame. More... | |
TIMESYS_t | m_tGravitySkip |
skip gravity/traction recalc until this time. (mSec) i.e. i can fly for a bit. More... | |
MAPMOVER_TYPE | m_eMoveMode |
float | m_fMoveAngleOffset |
float | m_fMoveSpeed |
cVector3f | m_vMoveTarget |
cVector3f | m_vMoveTargetStart |
cVector3f | m_vMoveTargetEnd |
float | m_fMoveTargetOffset |
cVector3f | m_vMoveOrientation |
float | m_fMoveLoopTimeCur |
float | m_fMoveLoopTimeSpan |
float | m_fMoveRadius |
float | m_fMoveRadiusEnd |
float | m_fMoveRadiusOffset |
float | m_fMoveCircumference |
Static Public Attributes | |
static const char * | k_szModeNames [MAPMOVER_QTY+1] |
Friends | |
class | cMapEntity |
A 3d cMapEntity object CURRENTLY moving through space. (but might be temporarily halted) An object NOT at rest in the "Ether" Object is in motion. and might not be powered (user controlled) motion.
GrayMapData::CMapMover::CMapMover | ( | ) |
GrayMapData::CMapMover::~CMapMover | ( | ) |
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void GrayMapData::CMapMover::Mover_CircleArbitrary | ( | const cVector3f & | vCenter, |
float | fSpeed, | ||
float | fRadius | ||
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void GrayMapData::CMapMover::Mover_PushForce | ( | const cVector3f & | vForce | ) |
void GrayMapData::CMapMover::Mover_TargetArbitrary | ( | const cVector3f & | vTarget, |
float | fSpeed | ||
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void GrayMapData::CMapMover::UpdateMoverParams | ( | cMapEntity * | pEntity | ) |
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MAPMOVER_TYPE GrayMapData::CMapMover::m_eMoveMode |
float GrayMapData::CMapMover::m_fMoveAngleOffset |
float GrayMapData::CMapMover::m_fMoveCircumference |
float GrayMapData::CMapMover::m_fMoveLoopTimeCur |
float GrayMapData::CMapMover::m_fMoveLoopTimeSpan |
float GrayMapData::CMapMover::m_fMoveRadius |
float GrayMapData::CMapMover::m_fMoveRadiusEnd |
float GrayMapData::CMapMover::m_fMoveRadiusOffset |
float GrayMapData::CMapMover::m_fMoveSpeed |
float GrayMapData::CMapMover::m_fMoveTargetOffset |
TIMESYS_t GrayMapData::CMapMover::m_tGravitySkip |
skip gravity/traction recalc until this time. (mSec) i.e. i can fly for a bit.
cVector3f GrayMapData::CMapMover::m_vMoveOrientation |
cVector3f GrayMapData::CMapMover::m_vMoveTarget |
cVector3f GrayMapData::CMapMover::m_vMoveTargetEnd |
cVector3f GrayMapData::CMapMover::m_vMoveTargetStart |
cVector3f GrayMapData::CMapMover::m_vPositionPrev |
world coords (or relative coords) of position in last frame.