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physicsfeatureunit.h
Go to the documentation of this file.
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#pragma once
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//------------------------------------------------------------------------------
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#include "
game/featureunit.h
"
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#include "
core/cvar.h
"
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#define TIMESOURCE_PHYSICS 'PHTS'
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//------------------------------------------------------------------------------
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namespace
PhysicsFeature
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{
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class
PhysicsFeatureUnit
:
public
Game::FeatureUnit
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{
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__DeclareClass
(
PhysicsFeatureUnit
)
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__DeclareSingleton
(
PhysicsFeatureUnit
)
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public
:
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PhysicsFeatureUnit
();
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~PhysicsFeatureUnit
();
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void
OnAttach
()
override
;
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35
void
OnActivate
();
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void
OnDeactivate
();
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void
OnBeforeCleanup
(
Game::World
* world);
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virtual
void
OnBeginFrame
();
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virtual
void
OnDecay
();
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virtual
void
OnRenderDebug
();
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private
:
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Util::Dictionary<Game::World*, IndexT>
physicsWorlds
;
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bool
simulating
;
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int
debugDrawPhysicsLastValue
= 0;
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Core::CVar
*
cl_debug_draw_physics
;
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};
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}
// namespace PhysicsFeature
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//------------------------------------------------------------------------------
Core::RefCounted::__DeclareClass
__DeclareClass(RefCounted)
Game::FeatureUnit
A FeatureUnit is an encapsulated feature which can be added to an application.
Definition
featureunit.h:34
Game::World
A container of entities, their components, and processors.
Definition
world.h:70
PhysicsFeature::PhysicsFeatureUnit
Sets up and interfaces with the physics subsystem.
Definition
physicsfeatureunit.h:21
PhysicsFeature::PhysicsFeatureUnit::simulating
bool simulating
Definition
physicsfeatureunit.h:50
PhysicsFeature::PhysicsFeatureUnit::debugDrawPhysicsLastValue
int debugDrawPhysicsLastValue
Definition
physicsfeatureunit.h:51
PhysicsFeature::PhysicsFeatureUnit::OnActivate
void OnActivate()
Called upon activation of feature unit.
Definition
physicsfeatureunit.cc:54
PhysicsFeature::PhysicsFeatureUnit::OnDecay
virtual void OnDecay()
called at the end of the feature trigger cycle
Definition
physicsfeatureunit.cc:184
PhysicsFeature::PhysicsFeatureUnit::cl_debug_draw_physics
Core::CVar * cl_debug_draw_physics
Definition
physicsfeatureunit.h:53
PhysicsFeature::PhysicsFeatureUnit::OnBeginFrame
virtual void OnBeginFrame()
called on begin of frame
Definition
physicsfeatureunit.cc:164
PhysicsFeature::PhysicsFeatureUnit::OnBeforeCleanup
void OnBeforeCleanup(Game::World *world)
called from within GameServer::NotifyBeforeCleanup()
Definition
physicsfeatureunit.cc:150
PhysicsFeature::PhysicsFeatureUnit::OnRenderDebug
virtual void OnRenderDebug()
called when game debug visualization is on
Definition
physicsfeatureunit.cc:201
PhysicsFeature::PhysicsFeatureUnit::OnDeactivate
void OnDeactivate()
Called upon deactivation of feature unit.
Definition
physicsfeatureunit.cc:135
PhysicsFeature::PhysicsFeatureUnit::OnAttach
void OnAttach() override
called from GameServer::AttachGameFeature()
Definition
physicsfeatureunit.cc:43
PhysicsFeature::PhysicsFeatureUnit::physicsWorlds
Util::Dictionary< Game::World *, IndexT > physicsWorlds
Definition
physicsfeatureunit.h:49
Util::Dictionary
A collection of key/value pairs with quick value retrieval by key at roughly O(log n).
Definition
dictionary.h:35
cvar.h
Contains API for creating, writing to, and reading from a Core::CVar.
featureunit.h
PhysicsFeature
Definition
charactermanager.cc:22
__DeclareSingleton
#define __DeclareSingleton(type)
Definition
osxsingleton.h:24
Core::CVar
A console variable.
Definition
cvar.cc:24
code
addons
physicsfeature
physicsfeatureunit.h
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