Public Member Functions | |
CaClientWorldT (const char *FileName, ModelManagerT &ModelMan, cf::GuiSys::GuiResourcesT &GuiRes, WorldT::ProgressFunctionT ProgressFunction, unsigned long OurEntityID_) | |
unsigned long | GetOurEntityID () const |
bool | ReadEntityBaseLineMessage (NetDataT &InData) |
unsigned long | ReadServerFrameMessage (NetDataT &InData) |
void | OurEntity_Predict (const PlayerCommandT &PlayerCommand, unsigned int PlayerCommandNr) |
IntrusivePtrT< const cf::GameSys::ComponentTransformT > | OurEntity_GetCamera () const |
Returns the camera details of "our" entity that the client should use to render the world. More... | |
void | ComputeBFSPath (const VectorT &Start, const VectorT &End) |
void | Draw (float FrameTime) const |
Public Member Functions inherited from Ca3DEWorldT | |
Ca3DEWorldT (const char *FileName, ModelManagerT &ModelMan, cf::GuiSys::GuiResourcesT &GuiRes, bool InitForGraphics, WorldT::ProgressFunctionT ProgressFunction) | |
const WorldT & | GetWorld () const |
Vector3fT | GetAmbientLightColorFromBB (const BoundingBox3T< double > &Dimensions, const VectorT &Origin) const |
Returns a "good" ambient light color for an arbitrary object (i.e. More... | |
Additional Inherited Members | |
Protected Member Functions inherited from Ca3DEWorldT | |
void | CreateNewEntityFromBasicInfo (IntrusivePtrT< cf::GameSys::EntityT > Ent, unsigned long CreationFrameNr) |
Creates a new entity that is added to the m_EngineEntities array. More... | |
Protected Attributes inherited from Ca3DEWorldT | |
const WorldT * | m_World |
cf::ClipSys::ClipWorldT * | m_ClipWorld |
PhysicsWorldT | m_PhysicsWorld |
cf::UniScriptStateT * | m_ScriptState |
IntrusivePtrT < cf::GameSys::WorldT > | m_ScriptWorld |
The "script world" contains the entity hierarchy and their components. More... | |
ArrayT< EngineEntityT * > | m_EngineEntities |
IntrusivePtrT< const cf::GameSys::ComponentTransformT > CaClientWorldT::OurEntity_GetCamera | ( | ) | const |
Returns the camera details of "our" entity that the client should use to render the world.
This is typically called for the local human player from whose perspective the world is rendered.
NULL
if "our" entity was not available (or no camera details could be retrieved), the Transform component of the camera entity on success.