GraphicsFeature::ChaseCameraProperty Class Reference
#include <chasecameraproperty.h>
Inheritance diagram for GraphicsFeature::ChaseCameraProperty:
Detailed Description
A chase camera for 3rd person camera control.(C) 2005 Radon Labs GmbH
Public Types | |
enum | CallbackType |
callback types | |
Public Member Functions | |
ChaseCameraProperty () | |
constructor | |
virtual | ~ChaseCameraProperty () |
destructor | |
virtual void | SetupDefaultAttributes () |
setup default entity attributes | |
virtual void | OnActivate () |
called from Entity::ActivateProperties() | |
virtual void | OnObtainCameraFocus () |
called when camera focus is obtained | |
virtual void | OnRender () |
called before camera is "rendered" | |
virtual void | SetupAcceptedMessages () |
override to register accepted messages | |
virtual void | HandleMessage (const Ptr< Messaging::Message > &msg) |
handle a single message | |
virtual void | OnDeactivate () |
called from Entity::DeactivateProperties() | |
virtual void | SetupCallbacks () |
setup callbacks for this property | |
virtual void | OnStart () |
called from within Entity::OnStart() after OnLoad when the complete world exist | |
virtual void | OnLoseCameraFocus () |
called when camera focus is lost | |
virtual bool | HasFocus () const |
return true if currently has camera focus | |
const Ptr< Entity > & | GetEntity () const |
get entity this property is attached to | |
bool | HasEntity () const |
return true if entity pointer is valid | |
bool | IsActive () const |
return true if property is currently active | |
virtual void | OnLoad () |
called from within Entity::Load() after attributes are loaded | |
virtual void | OnSave () |
called from within Entity::Save() before attributes are saved back to database | |
virtual void | OnBeginFrame () |
called on begin of frame | |
virtual void | OnMoveBefore () |
called before movement happens | |
virtual void | OnMoveAfter () |
called after movement has happened | |
virtual void | OnRenderDebug () |
called when game debug visualization is on | |
virtual void | OnLoseActivity () |
called when game debug visualization is on | |
virtual void | OnGainActivity () |
called when game debug visualization is on | |
void | AttachHandler (const Ptr< Handler > &h) |
attach a message handler to the port | |
void | RemoveHandler (const Ptr< Handler > &h) |
remove a message handler from the port | |
void | RemoveAllHandlers () |
remove all message handler from the port | |
SizeT | GetNumHandlers () const |
return number of handlers attached to the port | |
const Ptr< Handler > & | GetHandlerAtIndex (IndexT i) const |
get a message handler by index | |
virtual void | Send (const Ptr< Message > &msg) |
send a message to the port | |
const Util::Array< const Id * > & | GetAcceptedMessages () const |
get the array of accepted messages (sorted) | |
bool | AcceptsMessage (const Id &msgId) const |
return true if port accepts this msg | |
int | GetRefCount () const |
get the current refcount | |
void | AddRef () |
increment refcount by one | |
void | Release () |
decrement refcount and destroy object if refcount is zero | |
bool | IsInstanceOf (const Rtti &rtti) const |
return true if this object is instance of given class | |
bool | IsInstanceOf (const Util::String &className) const |
return true if this object is instance of given class by string | |
bool | IsInstanceOf (const Util::FourCC &classFourCC) const |
return true if this object is instance of given class by fourcc | |
bool | IsA (const Rtti &rtti) const |
return true if this object is instance of given class, or a derived class | |
bool | IsA (const Util::String &rttiName) const |
return true if this object is instance of given class, or a derived class, by string | |
bool | IsA (const Util::FourCC &rttiFourCC) const |
return true if this object is instance of given class, or a derived class, by fourcc | |
const Util::String & | GetClassName () const |
get the class name | |
Util::FourCC | GetClassFourCC () const |
get the class FourCC code | |
Static Public Member Functions | |
static void | DumpRefCountingLeaks () |
dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!) | |
Protected Member Functions | |
virtual Math::point | DoCollideCheck (const Math::point &from, const Math::point &to) |
do a collision check | |
virtual void | HandleCameraReset () |
handle a camera reset message | |
virtual void | HandleCameraOrbit (float dRho, float dTheta) |
handle a camera orbit message | |
virtual void | HandleCameraDistanceChange (float z) |
handle a camera distance change | |
virtual void | UpdateCamera (bool interpolate) |
update the camera matrix | |
void | UpdateAudioListenerPosition () const |
update audio listener position | |
void | SetEntity (const Ptr< Entity > &v) |
Set entity, this is attached to, to `v'. | |
void | ClearEntity () |
Remove entity. | |
void | RegisterMessage (const Id &msgId) |
register a single accepted message |
Member Function Documentation
void GraphicsFeature::ChaseCameraProperty::SetupDefaultAttributes | ( | ) | [virtual] |
setup default entity attributes
This adds the default attributes to the property.
Reimplemented from GraphicsFeature::CameraProperty.
void GraphicsFeature::ChaseCameraProperty::OnActivate | ( | ) | [virtual] |
called from Entity::ActivateProperties()
This method is called once when the property is attached to the entity.
Reimplemented from Game::Property.
void GraphicsFeature::ChaseCameraProperty::OnObtainCameraFocus | ( | ) | [virtual] |
called when camera focus is obtained
This method is called when the entity obtains the camera focus.
Reimplemented from GraphicsFeature::CameraProperty.
void GraphicsFeature::ChaseCameraProperty::OnRender | ( | ) | [virtual] |
called before camera is "rendered"
This method is called before the camera is "rendered".
Reimplemented from GraphicsFeature::CameraProperty.
void GraphicsFeature::ChaseCameraProperty::HandleMessage | ( | const Ptr< Messaging::Message > & | msg | ) | [virtual] |
handle a single message
This method handles pending messages for the property. It is called by the OnRender() method.
Reimplemented from GraphicsFeature::CameraProperty.
point GraphicsFeature::ChaseCameraProperty::DoCollideCheck | ( | const Math::point & | from, | |
const Math::point & | to | |||
) | [protected, virtual] |
do a collision check
Do a ray check between 'from' and 'to' and return a replacement point for 'to'.
void GraphicsFeature::ChaseCameraProperty::HandleCameraReset | ( | ) | [protected, virtual] |
handle a camera reset message
Handle a camera reset.
void GraphicsFeature::ChaseCameraProperty::HandleCameraOrbit | ( | float | dRho, | |
float | dTheta | |||
) | [protected, virtual] |
handle a camera orbit message
Handle a camera orbit.
void GraphicsFeature::ChaseCameraProperty::HandleCameraDistanceChange | ( | float | d | ) | [protected, virtual] |
handle a camera distance change
Handle a camera distance change.
void GraphicsFeature::ChaseCameraProperty::UpdateCamera | ( | bool | interpolate | ) | [protected, virtual] |
update the camera matrix
Update the camera position and orientation from the current orbit polar angles.
void GraphicsFeature::CameraProperty::OnLoseCameraFocus | ( | ) | [virtual, inherited] |
called when camera focus is lost
This method is called by the FocusManager when our entity loses the camera focus. Override this method if your subclass needs to do any cleanup work here.
bool GraphicsFeature::CameraProperty::HasFocus | ( | ) | const [virtual, inherited] |
return true if currently has camera focus
This method returns true if our entity has the camera focus. This implementation makes sure that 2 properties cannot report that they have the camera focus by accident.
void Game::Property::OnLoad | ( | ) | [virtual, inherited] |
called from within Entity::Load() after attributes are loaded
This method is called from within Game::Entity::Load() after the entity attributes have been loaded from the database. You can override this method in a subclass if further initialization is needed for the property after attributes have been loaded from the database, but please be aware that this method may not be called if the entity is created directly.
Reimplemented in PhysicsFeature::TriggerProperty, and StateObjectFeature::StateProperty.
void Game::Property::OnSave | ( | ) | [virtual, inherited] |
called from within Entity::Save() before attributes are saved back to database
This method is called from within Game::Entity::Save() before the entity attributes will be saved to the database. You can override this method in a subclass if actions are needed before a save happens (this is usually the case if entity attributes need to be updated by the property before saving).
Reimplemented in PhysicsFeature::TriggerProperty, and StateObjectFeature::StateProperty.
void Game::Property::OnBeginFrame | ( | ) | [virtual, inherited] |
called on begin of frame
This method is called from Game::Entity::OnBeginFrame() on all properties attached to an entity in the order of attachment. Override this method if your property has to do any work at the beginning of the frame.
Reimplemented in PhysicsFeature::TriggerProperty, and StateObjectFeature::StateProperty.
void Game::Property::OnMoveBefore | ( | ) | [virtual, inherited] |
called before movement happens
This method is called from Game::Entity::OnMoveBefore() on all properties attached to an entity in the order of attachment. Override this method if your property has any work to do before the physics subsystem is triggered.
Reimplemented in PhysicsFeature::ActorPhysicsProperty.
void Game::Property::OnMoveAfter | ( | ) | [virtual, inherited] |
called after movement has happened
This method is called from Game::Entity::OnMoveAfter() on all properties attached to an entity in the order of attachment. Override this method if your property has any work to do after the physics subsystem has been triggered.
Reimplemented in PhysicsFeature::ActorPhysicsProperty, and PhysicsFeature::PhysicsProperty.
void Game::Property::OnRenderDebug | ( | ) | [virtual, inherited] |
called when game debug visualization is on
This method is called from Game::Entity::OnRenderDebug() on all properties attached to an entity in the order of attachment. It's meant for debug issues. It will be called when debug mode is enabled.
Reimplemented in GraphicsFeature::GraphicsProperty, PhysicsFeature::ActorPhysicsProperty, and PhysicsFeature::TriggerProperty.
void Game::Property::OnLoseActivity | ( | ) | [virtual, inherited] |
called when game debug visualization is on
This method is called from Game::Entity::OnLoseActivity() on all properties attached to an entity in the order of attachment. It indicates that the entity will no longer be trigger, due to leaving the "Activity Bubble", i.e. the area of interest (most probably around the active camera).
Reimplemented in PhysicsFeature::ActorPhysicsProperty.
void Game::Property::OnGainActivity | ( | ) | [virtual, inherited] |
called when game debug visualization is on
This method is called from Game::Entity::OnRenderDebug() on all properties attached to an entity in the order of attachment. It indicates that the entity will be trigger from now on, due to entering the "Activity Bubble", i.e. the area of interest (most probably around the active camera).
attach a message handler to the port
Attach a message handler to the port.
remove a message handler from the port
Remove a message handler from the port.
send a message to the port
Send a message to the port. This will immediately call the HandleMessage() method of all attached handlers. If the message has been handled by at least one of the handlers, the Handled() flag of the message will be set to true.
int Core::RefCounted::GetRefCount | ( | ) | const [inline, inherited] |
get the current refcount
Return the current refcount of the object.
void Core::RefCounted::AddRef | ( | ) | [inline, inherited] |
increment refcount by one
Increment the refcount of the object.
void Core::RefCounted::Release | ( | ) | [inline, inherited] |
decrement refcount and destroy object if refcount is zero
Decrement the refcount and destroy object if refcount is zero.
const Util::String & Core::RefCounted::GetClassName | ( | ) | const [inline, inherited] |
get the class name
Get the class name of the object.
Util::FourCC Core::RefCounted::GetClassFourCC | ( | ) | const [inline, inherited] |
get the class FourCC code
Get the class FourCC of the object.
void Core::RefCounted::DumpRefCountingLeaks | ( | ) | [static, inherited] |
dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)
This method should be called as the very last before an application exits.