Cafu Engine
GameEntityI Class Referenceabstract

This is the interface that the client and server use to access and work with game entities. More...

#include "GameEntity.hpp"

Inheritance diagram for GameEntityI:

Public Member Functions

virtual ~GameEntityI ()
 The virtual destructor. More...
 
virtual const
cf::TypeSys::TypeInfoT
GetType () const =0
 Returns the proper type info for this entity. More...
 
virtual void NotifyLeaveMap ()=0
 Let the entity know that it is about to be removed from the map. More...
 
virtual const BoundingBox3dTGetDimensions () const =0
 Returns the dimensions of this entity. More...
 
virtual void GetBodyOrientation (unsigned short &h, unsigned short &p, unsigned short &b) const =0
 Returns the orientation angles of the entity itself. More...
 
virtual void Serialize (cf::Network::OutStreamT &Stream) const =0
 Writes the current state of this entity into the given stream. More...
 
virtual void Deserialize (cf::Network::InStreamT &Stream, bool IsIniting)=0
 Reads the state of this entity from the given stream, and updates the entity accordingly. More...
 
virtual bool GetLightSourceInfo (unsigned long &DiffuseColor, unsigned long &SpecularColor, VectorT &Position, float &Radius, bool &CastsShadows) const =0
 This CLIENT-SIDE function is called in order to retrieve light source information about this entity. More...
 
virtual void Draw (bool FirstPersonView, float LodDist) const =0
 This CLIENT-SIDE function is called by the client in order to get this entity drawn. More...
 
virtual void Interpolate (float FrameTime)=0
 This CLIENT-SIDE function is called by the client in order to advance all values of this entity that have been registered for interpolation. More...
 
virtual void PostDraw (float FrameTime, bool FirstPersonView)=0
 This CLIENT-SIDE function is called once per frame, for each entity, after the regular rendering (calls to 'Draw()') is completed, in order to provide entities an opportunity to render the HUD, employ simple "mini-prediction", triggers sounds, register particles, do other server-independent eye-candy, and so on. More...
 
- Public Member Functions inherited from RefCountedT
unsigned int GetRefCount () const
 

Additional Inherited Members

- Protected Member Functions inherited from RefCountedT
 RefCountedT (const RefCountedT &)
 
RefCountedToperator= (const RefCountedT &)
 

Detailed Description

This is the interface that the client and server use to access and work with game entities.

It is the only means by which the Cafu engine "knows" the game entities.

When the Cafu engine (client or server) needs a game entity, it uses the GameI interface to ask the game implementation to create one: it is solely up to the game implementation to create concrete instances.

Constructor & Destructor Documentation

virtual GameEntityI::~GameEntityI ( )
inlinevirtual

The virtual destructor.

Member Function Documentation

virtual void GameEntityI::Deserialize ( cf::Network::InStreamT Stream,
bool  IsIniting 
)
pure virtual

Reads the state of this entity from the given stream, and updates the entity accordingly.

This method is called after the state of the entity has been received over the network, has been loaded from disk, or must be "reset" for the purpose of (re-)prediction.

The implementation calls DoDeserialize(), that derived classes override to read their own data. It also calls ProcessEvent() (overridden by derived classes) for any received events.

Note that this method is the twin of Serialize(), whose implementation it must match.

Parameters
StreamThe stream to read the state data from.
IsInitingUsed to indicate that the call is part of the construction / first-time initialization of the entity. The implementation will use this to not wrongly process the event counters, interpolation, etc.

Implemented in DeathMatch::BaseEntityT.

virtual void GameEntityI::Draw ( bool  FirstPersonView,
float  LodDist 
) const
pure virtual

This CLIENT-SIDE function is called by the client in order to get this entity drawn.

Note that it is usually called several times per frame, in order to gather the individual terms of the lighting equation: there is a call for the ambient contribution (everything that is independent of a lightsource) and for each light source there is a call for the shadows, followed by another call for adding the lightsource-dependent contribution (diffuse and specular terms etc.).

Also note that the calling code has properly set up the Cafu Material Systems global lighting parameters before calling. That is, the ambient light color, light source position (in model space), radius, diff+spec color and the eye position (in model space) are set. However, normally only those parameters that are relevant for the current Material Systems rendering action are set: In the AMBIENT rendering action, only the ambient colors are set, in the STENCILSHADOW action only the light source position may be set, and in the LIGHTING action all parameters except for the ambient light color are set.

Parameters
FirstPersonViewis true when the engine has rendered the world from this entities viewpoint, e.g. because this is the local players entity.
LodDistis the world-space distance of the entity to the viewer, supposed to be used for level-of-detail reductions.

Implemented in DeathMatch::BaseEntityT.

virtual void GameEntityI::GetBodyOrientation ( unsigned short &  h,
unsigned short &  p,
unsigned short &  b 
) const
pure virtual

Returns the orientation angles of the entity itself.

Used for computing the light source and eye positions in entity (model) space. TODO: Both the signature as well as the implementation of this method are temporary, and fully expected to change later.

Implemented in DeathMatch::BaseEntityT.

virtual const BoundingBox3dT& GameEntityI::GetDimensions ( ) const
pure virtual

Returns the dimensions of this entity.

Implemented in DeathMatch::BaseEntityT.

virtual bool GameEntityI::GetLightSourceInfo ( unsigned long &  DiffuseColor,
unsigned long &  SpecularColor,
VectorT Position,
float &  Radius,
bool &  CastsShadows 
) const
pure virtual

This CLIENT-SIDE function is called in order to retrieve light source information about this entity.

Returns 'true' if this entity is a light source and 'DiffuseColor', 'SpecularColor', 'Position' (in world space!), 'Radius' and 'CastsShadows' have been set. Returns 'false' if this entity is no light source. (In theory, this function might also be called on server-side, from within Think().)

Implemented in DeathMatch::BaseEntityT.

virtual const cf::TypeSys::TypeInfoT* GameEntityI::GetType ( ) const
pure virtual

Returns the proper type info for this entity.

Implemented in DeathMatch::BaseEntityT, and DeathMatch::EntInfoGenericT.

virtual void GameEntityI::Interpolate ( float  FrameTime)
pure virtual

This CLIENT-SIDE function is called by the client in order to advance all values of this entity that have been registered for interpolation.

Each concrete entity class determines itself which values are interpolated (e.g. the m_Origin) by calling Register() in its constructor: see Register() for details. Interpolation is used to "smooth" values in the client video frames between server updates.

Implemented in DeathMatch::BaseEntityT.

virtual void GameEntityI::NotifyLeaveMap ( )
pure virtual

Let the entity know that it is about to be removed from the map.

At this time, the only purpose of this method is to give the entity a chance to break cycles of IntrusivePtrT<> to itself that would otherwise prevent it from being destructed.

Implemented in DeathMatch::BaseEntityT.

virtual void GameEntityI::PostDraw ( float  FrameTime,
bool  FirstPersonView 
)
pure virtual

This CLIENT-SIDE function is called once per frame, for each entity, after the regular rendering (calls to 'Draw()') is completed, in order to provide entities an opportunity to render the HUD, employ simple "mini-prediction", triggers sounds, register particles, do other server-independent eye-candy, and so on.

Parameters
FrameTimeis the time in seconds that it took to render the last (previous) frame.
FirstPersonViewis true when the engine has rendered the world from this entities viewpoint, e.g. because this is the local players entity.

As it is convenient for current code (dealing with the particle system...), it is guaranteed that there is exactly one call to this function with 'FirstPersonView==true', which occurs after the appropriate calls for all other entities. This behaviour may change in the future.

Implemented in DeathMatch::BaseEntityT.

virtual void GameEntityI::Serialize ( cf::Network::OutStreamT Stream) const
pure virtual

Writes the current state of this entity into the given stream.

This method is called to send the state of the entity over the network or to save it to disk.

The implementation calls DoSerialize(), that derived classes override to add their own data.

Note that this method is the twin of Deserialize(), whose implementation it must match.

Implemented in DeathMatch::BaseEntityT.


The documentation for this class was generated from the following file: