Cafu Engine
cf::GameSys::ComponentPlayerPhysicsT Class Reference

This component implements human player physics for its entity. More...

#include "CompPlayerPhysics.hpp"

Inheritance diagram for cf::GameSys::ComponentPlayerPhysicsT:

Public Member Functions

 ComponentPlayerPhysicsT ()
 The constructor. More...
 
 ComponentPlayerPhysicsT (const ComponentPlayerPhysicsT &Comp)
 The copy constructor. More...
 
void MoveHuman (float FrameTime, const Vector3fT &WishVelocity, const Vector3fT &WishVelLadder, bool WishJump)
 This is the main method of this component: It advances the entity's origin according to the laws of simple physics and the given state and parameters. More...
 
const Vector3dTGetVelocity () const
 Returns the current velocity. More...
 
ComponentPlayerPhysicsTClone () const
 The virtual copy constructor. More...
 
const char * GetName () const
 Returns the name of this component. More...
 
void UpdateDependencies (EntityT *Entity)
 This method is called whenever something "external" to this component has changed: More...
 
const cf::TypeSys::TypeInfoTGetType () const
 
- Public Member Functions inherited from cf::GameSys::ComponentBaseT
 ComponentBaseT ()
 The constructor. More...
 
 ComponentBaseT (const ComponentBaseT &Comp)
 The copy constructor. More...
 
virtual ~ComponentBaseT ()
 The virtual destructor. More...
 
EntityTGetEntity () const
 Returns the parent entity that contains this component, or NULL if this component is currently not a part of any entity. More...
 
TypeSys::VarManTGetMemberVars ()
 Returns the variable manager that keeps generic references to our member variables, providing a simple kind of "reflection" or "type introspection" feature. More...
 
template<class T >
void SetMember (const char *Name, const T &Value)
 Sets the member variable with the given name to the given value. More...
 
ArrayT< ApproxBaseT * > & GetInterpolators ()
 Returns the interpolators that have been registered with this component. More...
 
bool InitClientApprox (const char *VarName)
 Registers the member variable with the given name for interpolation over client frames in order to bridge the larger intervals between server frames. More...
 
void Serialize (cf::Network::OutStreamT &Stream) const
 Writes the current state of this component into the given stream. More...
 
void Deserialize (cf::Network::InStreamT &Stream, bool IsIniting)
 Reads the state of this component from the given stream, and updates the component accordingly. More...
 
bool CallLuaMethod (const char *MethodName, int NumExtraArgs, const char *Signature="",...)
 Calls the given Lua method of this component. More...
 
virtual unsigned int GetEditorColor () const
 Returns a color that the Map Editor can use to render the representation of this component's entity. More...
 
virtual BoundingBox3fT GetEditorBB () const
 Returns a bounding-box that the Map Editor can use to render the representation of this component's entity and for related hit tests in the 2D and 3D views after mouse clicks. More...
 
virtual BoundingBox3fT GetCullingBB () const
 This method returns a bounding-box that encloses the visual representation of this component. More...
 
virtual const
cf::ClipSys::ClipModelT
GetClipModel ()
 This method returns the clip model of this component, if any. More...
 
virtual void PreCache ()
 Initializes any resources that may be needed on the client or server ahead of time. More...
 
virtual bool Render (bool FirstPersonView, float LodDist) const
 This method implements the graphical output of this component. More...
 
virtual void PostRender (bool FirstPersonView)
 This method provides an opportunity for another render pass. More...
 
virtual void OnPostLoad (bool OnlyStatic)
 This method is called after all entities and their components have been loaded. More...
 
virtual bool OnInputEvent (const CaKeyboardEventT &KE)
 This method handles keyboard input events. More...
 
virtual bool OnInputEvent (const CaMouseEventT &ME, float PosX, float PosY)
 This method handles mouse input events. More...
 
void OnServerFrame (float t)
 Advances the component one frame (one "clock-tick") on the server. More...
 
void OnClientFrame (float t)
 Advances the component one frame (one "clock-tick") on the client. More...
 
- Public Member Functions inherited from RefCountedT
unsigned int GetRefCount () const
 

Static Public Member Functions

static void * CreateInstance (const cf::TypeSys::CreateParamsT &Params)
 
- Static Public Member Functions inherited from cf::GameSys::ComponentBaseT
static void * CreateInstance (const cf::TypeSys::CreateParamsT &Params)
 

Static Public Attributes

static const cf::TypeSys::TypeInfoT TypeInfo
 
- Static Public Attributes inherited from cf::GameSys::ComponentBaseT
static const cf::TypeSys::TypeInfoT TypeInfo
 

Static Protected Member Functions

static int MoveHuman (lua_State *LuaState)
 
static int toString (lua_State *LuaState)
 
- Static Protected Member Functions inherited from cf::GameSys::ComponentBaseT
static int Get (lua_State *LuaState)
 
static int Set (lua_State *LuaState)
 
static int GetExtraMessage (lua_State *LuaState)
 
static int Interpolate (lua_State *LuaState)
 
static int GetEntity (lua_State *LuaState)
 
static int InitClientApprox (lua_State *LuaState)
 
static int toString (lua_State *LuaState)
 

Static Protected Attributes

static const luaL_Reg MethodsList []
 The list of Lua methods for this class. More...
 
static const char * DocClass
 
static const cf::TypeSys::MethsDocT DocMethods []
 
static const cf::TypeSys::VarsDocT DocVars []
 
- Static Protected Attributes inherited from cf::GameSys::ComponentBaseT
static const luaL_Reg MethodsList []
 The list of Lua methods for this class. More...
 
static const char * DocClass
 
static const cf::TypeSys::MethsDocT DocMethods []
 
static const cf::TypeSys::MethsDocT DocCallbacks []
 

Additional Inherited Members

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

Detailed Description

This component implements human player physics for its entity.

It updates the entity's origin according to the laws of simple physics that are appropriate for player movement. The component does not act on its own in a server's Think() step, but is only a helper to other C++ or script code that must drive it explicitly.

Constructor & Destructor Documentation

ComponentPlayerPhysicsT::ComponentPlayerPhysicsT ( )

The constructor.

ComponentPlayerPhysicsT::ComponentPlayerPhysicsT ( const ComponentPlayerPhysicsT Comp)

The copy constructor.

Parameters
CompThe component to create a copy of.

Member Function Documentation

ComponentPlayerPhysicsT * ComponentPlayerPhysicsT::Clone ( ) const
virtual

The virtual copy constructor.

Callers can use this method to create a copy of this component without knowing its concrete type. Overrides in derived classes use a covariant return type to facilitate use when the concrete type is known. The newly cloned component is initially not a part of any entity, even if the source component was.

Reimplemented from cf::GameSys::ComponentBaseT.

const char* cf::GameSys::ComponentPlayerPhysicsT::GetName ( ) const
inlinevirtual

Returns the name of this component.

Reimplemented from cf::GameSys::ComponentBaseT.

const Vector3dT& cf::GameSys::ComponentPlayerPhysicsT::GetVelocity ( ) const
inline

Returns the current velocity.

void ComponentPlayerPhysicsT::MoveHuman ( float  FrameTime,
const Vector3fT WishVelocity,
const Vector3fT WishVelLadder,
bool  WishJump 
)

This is the main method of this component: It advances the entity's origin according to the laws of simple physics and the given state and parameters.

Other C++ or script code of the entity typically calls this method on each clock-tick (frame) of the server.

Parameters
FrameTimeThe time across which the entity is to be advanced.
WishVelocityThe desired velocity of the entity as per user input.
WishVelLadderThe desired velocity on a ladder as per user input.
WishJumpDoes the user want the entity to jump?
void ComponentPlayerPhysicsT::UpdateDependencies ( EntityT Entity)
virtual

This method is called whenever something "external" to this component has changed:

  • if the parent entity has changed, because this component was added to or removed from it,
  • if other components in the parent entity have changed. The component can use the opportunity to search the entity for "sibling" components that it depends on, and store direct pointers to them. Note however that dependencies among components must not be cyclic, or else the deletion of an entity will leave a memory leak.
    Parameters
    EntityThe parent entity that contains this component, or NULL to indicate that this component is removed from the entity that it used to be a part of.

Reimplemented from cf::GameSys::ComponentBaseT.

Member Data Documentation

const char * ComponentPlayerPhysicsT::DocClass
staticprotected
Initial value:
=
"This component implements human player physics for its entity.\n"
"It updates the entity's origin according to the laws of simple physics\n"
"that are appropriate for player movement.\n"
"The component does not act on its own in a server's Think() step, but is\n"
"only a helper to other C++ or script code that must drive it explicitly."
const cf::TypeSys::MethsDocT ComponentPlayerPhysicsT::DocMethods
staticprotected
Initial value:
=
{
META_MoveHuman,
META_toString,
{ NULL, NULL, NULL, NULL }
}
const cf::TypeSys::VarsDocT ComponentPlayerPhysicsT::DocVars
staticprotected
Initial value:
=
{
{ "Velocity", "The current velocity of the entity." },
{ "Dimensions", "The bounding box of the entity (relative to the origin)." },
{ "StepHeight", "The maximum height that the entity can climb in one step." },
{ "OldWishJump", "Only jump if the jump key was *not* pressed in the previous frame." },
{ NULL, NULL }
}
const luaL_Reg ComponentPlayerPhysicsT::MethodsList
staticprotected
Initial value:
=
{
{ "MoveHuman", MoveHuman },
{ "__tostring", toString },
{ NULL, NULL }
}

The list of Lua methods for this class.


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