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| | DtBulletHoleUpdater (DtDe &de, DtUniqueID id) |
| | CTOR. More...
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| virtual | ~DtBulletHoleUpdater () |
| | DTOR. More...
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| virtual void | update (double simTime) |
| | Calls doGroundClamp() followed by updateSceneObject() More...
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| virtual void | setEnabled (bool enabled) |
| | Set the Simple object's ground clamping Note that this only takes effect when setPosition() is called. More...
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| virtual void | setBulletEnd (const DtVector &end) |
| | Set the bullet's trajectory, relative to the shot's origin. More...
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| virtual void | setBulletSource (DtUniqueID sourceId) |
| | Set the unique ID of the entity that fired the bullet. More...
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| | DtSceneObjectUpdater (DtDe &de, DtUniqueID id) |
| | CTOR. More...
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| virtual | ~DtSceneObjectUpdater () |
| | Virtual DTOR. More...
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| virtual void | setNextUpdater (DtSceneObjectUpdater *nextUpdater) |
| | Set the next updater in the updater chain. More...
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| virtual void | setPrevUpdater (DtSceneObjectUpdater *prevUpdater) |
| | Set the previous updater in the updater chain. More...
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| virtual bool | needsUpdate (DtTime tNow) |
| | The check function called by DtTickableManager to verify if an update is required. More...
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| virtual void | update (DtTime tNow) |
| | The update function called by DtTickableManager during update-ticks. More...
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| virtual void | updateAdaptiveTickrate (const DtVector &lastPos, const DtTime &deltaTime) |
| | This is called by the update function after all the original chaining updates happen. More...
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| virtual void | setVertexToUpdate (unsigned int vertex) |
| | Specify which vertex in the scene object this updater updates. More...
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| virtual void | setInputPosition (const DtVector &position) |
| | Set the position input to this updater. More...
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| virtual void | setInputOrientation (const DtTaitBryan &orientation) |
| | Set the orientation input to this updater. More...
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| virtual void | setOutputPosition (const DtVector &position) |
| | Output the resultant position. More...
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| virtual void | setOutputOrientation (const DtTaitBryan &orientation) |
| | Output the resultant orientation. More...
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| virtual void | setOutputPositionAndOrientation (const DtVector &position, const DtTaitBryan &orientation) |
| | Set both the position and orientation at the same time. More...
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| virtual DtTime | lastUpdateTime () const |
| | Get the time-stamp of the last update. More...
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| virtual void | setSceneObject (DtSceneObject *sceneObject, bool addToTickableMgrIfHead) |
| | Set the scene object to be updated. More...
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| virtual void | setSceneObject (DtSceneObject *sceneObject) |
| | Set the scene object to be updated. More...
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| virtual void | setLodSystemEnabled (bool enabled) |
| | brief set if the lod update system is on for this model More...
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| virtual bool | lodSystemEnabled () const |
| | brief gets if the lod update system is on for this model More...
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| virtual void | setLodScaleSpeedFactor (float factor) |
| | brief sets the value that linearly adjusts the range of the lod radii by the velocity More...
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| virtual float | lodScaleSpeedFactor () const |
| | brief gets the value that linearly adjusts the range of the lod radii by the velocity More...
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| virtual void | setLodRadiusStart (float ratius) |
| | brief sets the near radius where the update rate starts to fall off More...
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| virtual float | lodRadiusStart () const |
| | brief gets the near radius where the update rate starts to fall off More...
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| virtual void | setLodRadiusEnd (float ratius) |
| | brief sets the far radius where the update rate stops falling off More...
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| virtual float | lodRadiusEnd () const |
| | brief gets the far radius where the update rate stops falling off More...
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| virtual void | setNearLodUpdateRate (int nearRate) |
| | sets the update rate at the near radius, defaults to every six ticks More...
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| virtual int | nearLodUpdateRate () const |
| | brief gets the update rate at the near radius, defaults to every six ticks More...
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| virtual void | setFarLodUpdateRate (int maxRate) |
| | brief the update rate at the far radius, defaults to every 30 ticks More...
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| virtual int | farLodUpdateRate () const |
| | brief gets the update rate at the far radius defaults to every 30 ticks More...
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| DtUniqueID | uniqueId () const |
| | Returns the distributed object id of this updater. More...
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| DtSceneObjectUpdater * | findNextUpdater () const |
| | Return the next updater in the updater chain. More...
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| DtSceneObjectUpdater * | findPrevUpdater () const |
| | Return the previous updater in the updater chain. More...
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| virtual bool | isChainThreadSafe (DtSceneObjectUpdater *firstUpdater) |
| | Check all the updaters in the current chain and determine if the chain is thread safe. More...
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| virtual DtSceneObjectUpdater * | chainHead () |
| | Find the first updater in the chain. More...
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| virtual void | setIsThreadSafe (bool safe) |
| | Override the DtTickable base class' method so retest the entire chain this updater belongs to. More...
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| DtSceneObject * | findSceneObject () |
| | Get the current scene object for this updater. More...
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| DtSceneObject *const | findSceneObject () const |
| | const correct version More...
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| virtual bool | updateIfNeeded (DtTime tNow) |
| | Calls needsUpdate(), and then calls update() if needsUpdate() is true. More...
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| virtual | ~DtTickable () |
| | Virtual DTOR. More...
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| virtual bool | isThreadSafe () const |
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| virtual void | setTickableListState (TickableListState safeList) |
| | Track which tickable list (if any) this tickable is on Since the tickable constructor puts ALL tickables on the main (unThreadSafe) to start we need a way to check which list a tickable is on (and this way we can request removals from the correct list instead of having to call DtTickableManager::removeTickableObject(), which tries both lists). More...
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| virtual TickableListState | tickableListState () const |
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| virtual void | setUpdatePeriod (unsigned int period) |
| | Specify how often (in # of frames) this tickable should call update. More...
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| virtual unsigned int | updatePeriod () const |
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DtBulletHoleUpdater is an updater that is given a position and orientation, and depending on how it is configured, updates a scene object with a position and orientation that are clamped to the underlying terrain.