VR-Forces 4.8 Class Documentation
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makVrv::DtDiGuyCharacterModel Class Reference

DI-Guy Character model. More...

Inheritance diagram for makVrv::DtDiGuyCharacterModel:
Inheritance graph
[legend]

Public Member Functions

 DtDiGuyCharacterModel (DtDe &de, DtUniqueID id)
 CTOR. More...
 
virtual ~DtDiGuyCharacterModel ()
 DTOR. More...
 
virtual void setModelDefinition (const std::string &modelDefinition)
 Set the model definition. More...
 
virtual void addToScene (const DtUniqueID &sceneObjectId, int modelSet, int visualizerType)
 Virtual Functions to be implemented, add this model to the scene. More...
 
virtual void removeFromScene ()
 Virtual Functions to be implemented, remove this model from the scene. More...
 
void setPositionAndVelocityState (const DtVector &vrvLoc, const DtTaitBryan &vrvOri, const DtVector32 &vrvVel, const DtVector32 &vrvAngularVel, bool needsTopoUpdate)
 Establish the underlying DIGuy character's position, orientation, and velocity. More...
 
virtual void setPosition (int vtx, const DtVector &position)
 Set position, called by scene object It is also possible to offset position with setPositionOffset. More...
 
const DtVectorgetPosition ()
 
virtual void setPositionOffset (const DtVector &position)
 Sets the position offset. More...
 
virtual void setOrientation (int vtx, const DtTaitBryan &orientation)
 Set orientation, called by scene object It is also possible to offset the orientation (pivot around local model center before translating) with setOrientationOffset. More...
 
const DtTaitBryan & getOrientation ()
 
virtual void setOrientationOffset (const DtTaitBryan &orientationOffset)
 Sets the orientation offset. More...
 
virtual void setPositionAndOrientation (int vtx, const DtVector &position, const DtTaitBryan &orientation)
 Set the position and orientation at the same time, called by scene object it updates both the position and orientation at the same time to avoid excess calculations related to the orientation affecting the position. More...
 
virtual const std::string & className () const
 Get the class name of the model instance owner. More...
 
virtual void setCharacterModel (const std::string &characterType)
 Override the character model in the model definition. More...
 
virtual void setEnableAnimationSmoothing (bool)
 Sets whether or not to use DI-Guy use_guides for positioning and orientation. More...
 
virtual bool enableAnimationSmoothing () const
 Get whether animation smoothing (DI-Guy guides) is enabled. More...
 
virtual void setFlamesPresent (bool val)
 
virtual void setEnginePlume (bool val)
 
virtual void setEngineSmoke (bool val)
 
virtual void setTrailState (bool val)
 
virtual void setLightState (unsigned int light, unsigned int lightState)
 
virtual void fireWeapon ()
 
virtual void beginAppearanceEffect (const std::string &effect, const std::string &overrideLink, float overrideScale, const DtVector &overrideOffset, float overrideDuration)
 
virtual void endAppearanceEffect (int instant, const std::string &effect, const std::string &overrideLink)
 
virtual void executeGesture (const std::string &gestureName, int reps, float overallDuration, float channelAWeight)
 
virtual void endGesture (const std::string &gestureName, float rampDown)
 
virtual void setDesiredAction (const std::string &action, float speed)
 Set the action to attempt. More...
 
virtual void forceAction (const std::string &action, float speed, bool usePositioning, const DtVector &offset, int autoChooseTransitionBehavior)
 Force an action. More...
 
virtual int currentArcChangeCb (diguyCharacter *character)
 
virtual void forceTemporaryAction (const std::string &action, double duration)
 Force an action for a specific amount of time. More...
 
virtual void unforceAction ()
 Restore the ability to use posture/weapon state, which is disabled when an explicit action is set. More...
 
virtual void setSpeed (float speed)
 Set the speed of the character. More...
 
virtual bool weaponDeployed () const
 Get whether the weapon is deployed. More...
 
virtual void setWeaponDeployed (bool deployed)
 Set whether the weapon is deployed. More...
 
void setFullUpdateNeeded (bool updated)
 Set if the model has been fully updated, set to true if the diguy character or scenario has been updated. More...
 
bool fullUpdateNeeded () const
 Check to see if the model needs a full update. More...
 
virtual void die (const std::string &deathAction)
 Tell the character to 'die. More...
 
virtual void revive (const std::string &aliveAction)
 Revive a previously dead character. More...
 
virtual void setPaused (bool paused)
 Set the paused state. More...
 
bool paused () const
 Get if the model is paused. More...
 
diguyCharacter * character ()
 Get the character. More...
 
virtual void setPosture (int posture)
 Set the posture of the model. More...
 
virtual void setLinkRotationOverride (const std::string &linkName, const DtTaitBryan &rotation, float rampTime)
 
virtual void setLinkTranslationOverride (const std::string &linkName, const DtVector &offsets, float rampTime)
 
bool autoGenerateActions () const
 Get if the character will need to auto generate actions. More...
 
bool autoGenerateActionSpeed () const
 Get if the character will need to auto generate action speed. More...
 
virtual void setModelScalingEnabled (bool b)
 Indicate whether or not this model may be model-scaled Default is false. More...
 
virtual void setIsSupportModel (bool isSupport)
 Is this model part of the support group? (determines whether or not other scene objects can ground clamp to this model) More...
 
virtual void setEmbarked (bool embarkedState)
 Set/Get embarked state. More...
 
virtual bool embarked () const
 
virtual void setScale (const DtVector &scale)
 
virtual void setWeight (float weightScale)
 
virtual void setPartOrientation (int partNumber, const DtTaitBryan &orientation, const DtVector &rotationalVelocity)
 Rotate the part. More...
 
virtual void setPartTranslation (int partNumber, const DtVector &translation, const DtVector &velocity)
 translate the part. More...
 
virtual void setPartVisibility (int partNumber, bool visible)
 not connected yet More...
 
void updateAimingAndGaze ()
 Updates the DIGuy character's aim (of weapon) and gaze. More...
 
void setupGuides ()
 Sets up any guides that are necessary, otherwise does nothing. More...
 
diguyCharacterGuide * getGuide ()
 
void setGuide (diguyCharacterGuide *guide)
 
bool getVRForcesEntity ()
 
virtual void setupCoordSystem (const DtVector &vrvLoc, bool overrideEmbarked=false)
 
void convertToLocalFrame (const DtVector32 &velocity, const DtTaitBryan &orientation, DtVector32 &outVelocity, DtTaitBryan &outOrientation)
 
bool getIsVehicle ()
 
DtDiGuyScenariogetScenario ()
 
virtual void setSelected (bool value)
 
virtual void setTextureVariations (std::vector< DtCharacterTextureVariationInfo > &varationInfoArray, int force)
 
virtual void setDynamicSensorRegion (const std::string &region, bool state)
 Set the state of a dynamic sensor region. More...
 
virtual bool dynamicSensorRegion (const std::string &region)
 Get the state of a dynamic sensor region. More...
 
virtual DtVector positionOffsetWorld ()
 Get the position offset converted to world coordinates. More...
 
virtual bool hasPositionOffset ()
 Does this DiGuy have an offset. More...
 
virtual DtTaitBryan orientationOffsetWithBase (const DtTaitBryan &baseOri)
 Given a base orientation Returns the combined orientation = base orientation. More...
 
virtual bool hasOrientationOffset ()
 Does this DiGuy have an orientation offset. More...
 
virtual void setUseTransitions (bool use)
 Include transitions and ramp down in animations (ex. More...
 
bool useTransitions ()
 Return whether animation transitions are instant or not. More...
 
virtual void setEnabled (bool enabled)
 Set whether the DI-Guy is enabled (processing updates, etc.) More...
 
bool enabled ()
 Whether the DI-Guy is enabled (processing updates, etc.) More...
 
virtual void setIsOccupant (bool occupant)
 Set whether the DI-Guy is enabled (processing updates, etc.) More...
 
bool occupant ()
 Whether the DI-Guy is enabled (processing updates, etc.) More...
 
virtual DtSceneObjectsceneObject ()
 
virtual bool isPostureTransitioning ()
 Whether the DI-Guy is transitioning posture. More...
 
set appearances
virtual void setDefaultAppearance (const std::string &appearanceName)
 
virtual void setAppearance (const std::string &appearanceName)
 
virtual void setHeadAppearance (const std::string &appearanceName)
 
virtual void setItemAppearance (const std::string &appearanceName)
 
- Public Member Functions inherited from makVrv::DtCharacterModel
 DtCharacterModel (DtDe &de, DtUniqueID id)
 CTOR. More...
 
virtual ~DtCharacterModel ()
 
- Public Member Functions inherited from makVrv::DtModel
 DtModel (DtDe &de, DtUniqueID id)
 CTOR. More...
 
virtual ~DtModel ()
 DTOR. More...
 
DtModelInstancecreateModelInstance (const std::string &modelDefName, bool realize=true)
 Set the model definition and creates an instance of the model. More...
 
virtual const std::string & modelDefinitionName ()
 returns the model definition name. More...
 
virtual void saveModelToFile (const std::string &filename)
 
unsigned int transformSize () const
 Get the number of position/orientations this model has. More...
 
virtual const DtVectorposition (int vtx=0) const
 Get the Position of a given point. More...
 
virtual void removePosition (int vtx)
 Remove a transform at the given position. More...
 
virtual const DtVectorpositionOffset () const
 Get the Position Offset of the model. More...
 
virtual const DtTaitBryan & orientation (int vtx=0) const
 Get the Orientation of a given point. More...
 
virtual const DtTaitBryan & orientationOffset () const
 Get the Orientation Offset of the model. More...
 
virtual void enableColorBlending (bool b)
 Enable / disable color blending for this model. More...
 
virtual void setBlendColor (float r, float g, float b, float a)
 Set color to use if color blending is enabled. More...
 
virtual void getBlendColor (float &r, float &g, float &b, float &a)
 Returns the blend color. More...
 
virtual bool colorBlendingEnabled () const
 Returns whether or not blending is enabled. More...
 
virtual void setColor (float r, float g, float b, float a)
 set the model's color More...
 
virtual void enableLighting (bool l)
 set whether the model is lit; this may not be an option on all models More...
 
virtual int modelSet () const
 Get the model set this model is part of. More...
 
const DtVectorboundingBoxExtents () const
 Get the bounding box extents of the model instance. More...
 
void getBoundingBoxExtents (double &x, double &y, double &z) const
 Get the bounding box extents of the model instance. More...
 
const DtVectorboundingBoxCenter () const
 Get the bounding box center of the model instance. More...
 
virtual void getBoundingBoxCenter (double &x, double &y, double &z) const
 Get the bounding box center of the model instance. More...
 
virtual void getBoundingBoxComponents (DtVector &minimum, DtVector &maximum)
 Get the minimum and maximum X,Y,Z components of the bounding box. More...
 
void setContributesToBound (bool trueOrFalse)
 Set whether this model instance contributes to an object's overall bounding volume. More...
 
bool contributesToBound () const
 Get whether this model instance contributes to an object's overall bounding volume. More...
 
DtDede ()
 Get the DtDe object. More...
 
virtual void setModelInstance (DtModelInstance *modelInstance)
 Internally set the model instance pointer. More...
 
virtual void promoteBackgroundModelInstance (DtModelDefinition &defintion)
 Internally set the model instance pointer to the background one, also realizes and sends signal. More...
 
virtual void setVisible (bool isVisible)
 Set the visible state of the model. More...
 
virtual bool visible () const
 Get the visible state of the model. More...
 
DtUniqueID parentSceneObjectID () const
 Parent of the model. More...
 
virtual void addedToSceneObjectAsProp (const DtUniqueID &sceneObj)
 Called when a scene object added the model as a prop. More...
 
virtual void addedToSceneObject (const DtUniqueID &sceneObj, int modelSet, int visualizerType)
 Called when a scene object added the model with the given model set and visualizer type. More...
 
virtual void setElementId (DtUniqueID id)
 Called when the element ID of the model's parent object is set. More...
 
virtual void removedFromSceneObject ()
 Called when the model was removed from a scene object. More...
 
virtual void setSolid (bool isSolid)
 Set whether or not other this model is drawn filled in. More...
 
virtual bool isProp ()
 Return whether or not this model was added as a prop. More...
 
virtual void updateMinLastFrameDistance (float distance)
 updates the closest distance to an observer over the last frame More...
 
virtual void resetLastFrameDistance ()
 resets the closest distance to an observer More...
 
virtual float minLastFrameDistance () const
 gets the closest distance to an observer last frame More...
 
virtual DtModelInstancemodelInstance ()
 Get the model instance. More...
 
virtual const DtModelInstancemodelInstance () const
 
int visualizerType () const
 The visualizer type determines which channel-specific group node this model will be parented to, and consequently, which observer setting will cause it to be rendered in which channel. More...
 
virtual bool supportsMultithreadedLoad ()
 can be quickly overridden to disable background loading More...
 
virtual void backgroundLoad ()
 the chunk of loading that can safely happen in the background More...
 
virtual void foregroundLoad ()
 the chunk of loading that must happen happen in the foreground, adding to scene graph etc. More...
 
virtual bool isActivelyBackgroundLoading ()
 is this being actively loaded (it has a myInLoadQueueHandle object and it's loading) More...
 
virtual DtLoaderHandlegetLoadQueueHandle ()
 returns the load queue object More...
 

Static Public Member Functions

static void setDiGuyAttachGroup (osg::Group *diguy_attach_pt)
 

Public Attributes

DtCoordTransform m_geocToTopo
 
DtCoordTransform m_topoToGeoc
 
- Public Attributes inherited from makVrv::DtModel
boost::signal< void(DtModel *)> signal_modelToBeDestroyed
 Signal emitted when the model is to be destroyed. More...
 
boost::signal< void(DtModel *)> signal_modelChanged
 
boost::signal< bool(DtModel
*, bool), SlotReturnOR
signal_visibilityChangeRequested
 Signal when the visibility has been requested, if any slot returns false, it will not change. More...
 
boost::signal< void(DtModelInstance
*, DtModel *)> 
signal_modelInstanceCreated
 Signal emitted when the model instance is created. More...
 
boost::signal< void(DtModelInstance
*, DtModel *)> 
signal_modelInstanceToBeDestroyed
 Signal emitted when the model instance is to be destroyed. More...
 

Protected Types

typedef boost::unordered_map
< std::string, bool
SensorRegionStateMap
 
- Protected Types inherited from makVrv::DtModel
typedef std::vector
< ObjectTransform
TransformList
 

Protected Member Functions

virtual void setSceneObjectIdOnCollisionBoxes ()
 
void slot_modelInstanceToBeDestroyed (DtModelInstance *, DtModel *)
 Signal emitted when the model instance is going to be destroyed. More...
 
void slot_modelInstanceCreated (DtModelInstance *, DtModel *)
 Signal emitted when the model instance is created. More...
 
virtual void updateModelInstance ()
 
virtual void setMotionModelByName (const std::string &modelName)
 Update the motion model (DtDeadReckonUpdater) for this character. More...
 
virtual void updateVisibility ()
 Enforce that the DtModel visible() matches what DIGuy is reporting. More...
 
- Protected Member Functions inherited from makVrv::DtModel
virtual void addToSceneAsProp (const DtUniqueID &sceneObjectId)
 Add this model to the scene as a prop. More...
 
virtual void initializeModelInstance ()
 Push any state maintained by the model to the model instance. More...
 
void slot_modelInstanceChanged (DtModelInstance *instance)
 Called when the model instance changed. More...
 
virtual void waitAndClearLoadHandle ()
 avoids race condition, on destruction subclasses need to wait for the model to cleanly finish loading this can happen if an object times in and out very quickly More...
 
virtual void removedFromLoadQueue ()
 deletes the myInLoadQueueHandle handle More...
 
virtual void setDoneBackgroundLoading ()
 called by async task, updates myCurrentlyLoading atomic More...
 
virtual void setActivelyBackgroundLoading ()
 called right before tbb task creation More...
 

Protected Attributes

DtDiGuyScenariomyDtScenario
 
DtTaitBryan myWorldOrientation
 
DtVector myWorldPosition
 
diguyCharacter * myCharacter
 
diguyCharacterGuide * myGuide
 
bool myUsingActionPositioningFlag
 
bool myGenerateAutomaticActionFlag
 
bool myGenerateActionSpeedFlag
 
bool myWeaponDeployedFlag
 
bool myFullUpdateFlag
 
bool myEmbarkedFlag
 
bool myVRForcesEntity
 
bool myNeedsGuideInstalled
 
DtUniqueID mySceneObjectId
 
DtLastForceActionParams myLastForceAction
 
DtSceneObjectmySceneObject
 
bool m_turreted_vehicle
 
bool m_vehicle
 
float m_aim_az
 
float m_aim_el
 
float m_gaze_az
 
float m_gaze_el
 
bool m_character_can_aim
 
bool myEnableAnimationSmoothing
 
bool myUseTransitions
 
bool myIsOccupant
 
bool myEnabled
 
SensorRegionStateMap mySensorRegionMap
 
bool myCouldBePostureTransitioning
 
- Protected Attributes inherited from makVrv::DtModel
DtLoaderHandlemyInLoadQueueHandle
 
DtDemyDe
 
const DtUniqueID myUniqueId
 The unique id is constant after initialization. More...
 
bool myColorBlendingEnabled
 The color blending enabled is needed to be set by the derived class so it doesn't get down to the model instances when instancing is enabled. More...
 
DtModelInstancemyBackgroundModelInstance
 holds the model created in the background for a bit More...
 
float myMinLastFrameDistance
 last frames mimimal distance to the camera, calculated by the instancing system More...
 
TransformList myTransforms
 We keep our own copy in case we get updates before we get a model instance. More...
 
DtModelInstancemyModelInstance
 
int myModelSet
 
int myVisualizerType
 
bool myContributesToBound
 
DtUniqueID myParentSceneObjectID
 
bool myIsPropFlag
 
float myBlendColor [4]
 
bool myVisibleFlag
 
DtVector myPositionOffset
 
DtTaitBryan myOrientationOffset
 
std::string myModelDefinitionName
 

Static Protected Attributes

static osg::Group * DiguyAttachGroup
 
- Static Protected Attributes inherited from makVrv::DtModel
static bool theInittedState
 

Additional Inherited Members

- Public Types inherited from makVrv::DtCharacterModel
enum  Posture { Upright, Crouched, Prone, Sitting }
 

Detailed Description

DI-Guy Character model.

This class manages a DI-Guy character (diguyCharacter) instance and makes calls to it after receiving requests that come in from the networking layer. The chain goes as follows: Network message processing layer (e.g. processDiGuyPdu()) to DtEntityStateInterceptor to DtEntityStateListener to DtEntityDIGuyStateVisualizer to DtCharacterModelAgent to DtCharacterModel

Member Typedef Documentation

typedef boost::unordered_map<std::string, bool> makVrv::DtDiGuyCharacterModel::SensorRegionStateMap
protected

Constructor & Destructor Documentation

makVrv::DtDiGuyCharacterModel::DtDiGuyCharacterModel ( DtDe de,
DtUniqueID  id 
)

CTOR.

virtual makVrv::DtDiGuyCharacterModel::~DtDiGuyCharacterModel ( )
virtual

DTOR.

Member Function Documentation

virtual void makVrv::DtDiGuyCharacterModel::setModelDefinition ( const std::string &  str)
virtual

Set the model definition.

Reimplemented from makVrv::DtModel.

virtual void makVrv::DtDiGuyCharacterModel::addToScene ( const DtUniqueID sceneObjectId,
int  modelSet,
int  visualizerType 
)
virtual

Virtual Functions to be implemented, add this model to the scene.

Implements makVrv::DtModel.

virtual void makVrv::DtDiGuyCharacterModel::removeFromScene ( )
virtual

Virtual Functions to be implemented, remove this model from the scene.

Implements makVrv::DtModel.

void makVrv::DtDiGuyCharacterModel::setPositionAndVelocityState ( const DtVector vrvLoc,
const DtTaitBryan &  vrvOri,
const DtVector32 &  vrvVel,
const DtVector32 &  vrvAngularVel,
bool  needsTopoUpdate 
)

Establish the underlying DIGuy character's position, orientation, and velocity.

Location, orientation, velocity, and angular velocity are all in the VRV system's format – they might or might not be geocentric

virtual void makVrv::DtDiGuyCharacterModel::setPosition ( int  vtx,
const DtVector position 
)
virtual

Set position, called by scene object It is also possible to offset position with setPositionOffset.

Reimplemented from makVrv::DtModel.

const DtVector& makVrv::DtDiGuyCharacterModel::getPosition ( )
inline
virtual void makVrv::DtDiGuyCharacterModel::setPositionOffset ( const DtVector position)
virtual

Sets the position offset.

Override of DtModel function so the position for the instance can be updated.

Reimplemented from makVrv::DtModel.

virtual void makVrv::DtDiGuyCharacterModel::setOrientation ( int  vtx,
const DtTaitBryan &  orientation 
)
virtual

Set orientation, called by scene object It is also possible to offset the orientation (pivot around local model center before translating) with setOrientationOffset.

Reimplemented from makVrv::DtModel.

const DtTaitBryan& makVrv::DtDiGuyCharacterModel::getOrientation ( )
inline
virtual void makVrv::DtDiGuyCharacterModel::setOrientationOffset ( const DtTaitBryan &  orientationOffset)
virtual

Sets the orientation offset.

Override of DtModel function so the orientation for the instance can be updated.

Reimplemented from makVrv::DtModel.

virtual void makVrv::DtDiGuyCharacterModel::setPositionAndOrientation ( int  vtx,
const DtVector position,
const DtTaitBryan &  orientation 
)
virtual

Set the position and orientation at the same time, called by scene object it updates both the position and orientation at the same time to avoid excess calculations related to the orientation affecting the position.

Reimplemented from makVrv::DtModel.

virtual const std::string& makVrv::DtDiGuyCharacterModel::className ( ) const
virtual

Get the class name of the model instance owner.

This is used to control how model instances are created.

Reimplemented from makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setCharacterModel ( const std::string &  characterType)
virtual

Override the character model in the model definition.

This is necessary when explicitly setting the character via custom network messages.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setEnableAnimationSmoothing ( bool  )
virtual

Sets whether or not to use DI-Guy use_guides for positioning and orientation.

Note this will only have an effect if use_guides is set to 1. The default, if use_guides is 1, to use position smoothing

Implements makVrv::DtCharacterModel.

virtual bool makVrv::DtDiGuyCharacterModel::enableAnimationSmoothing ( ) const
virtual

Get whether animation smoothing (DI-Guy guides) is enabled.

virtual void makVrv::DtDiGuyCharacterModel::setDefaultAppearance ( const std::string &  appearanceName)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setAppearance ( const std::string &  appearanceName)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setHeadAppearance ( const std::string &  appearanceName)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setItemAppearance ( const std::string &  appearanceName)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setFlamesPresent ( bool  val)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setEnginePlume ( bool  val)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setEngineSmoke ( bool  val)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setTrailState ( bool  val)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setLightState ( unsigned int  light,
unsigned int  lightState 
)
virtual
virtual void makVrv::DtDiGuyCharacterModel::fireWeapon ( )
virtual
virtual void makVrv::DtDiGuyCharacterModel::beginAppearanceEffect ( const std::string &  effect,
const std::string &  overrideLink,
float  overrideScale,
const DtVector overrideOffset,
float  overrideDuration 
)
virtual
virtual void makVrv::DtDiGuyCharacterModel::endAppearanceEffect ( int  instant,
const std::string &  effect,
const std::string &  overrideLink 
)
virtual
virtual void makVrv::DtDiGuyCharacterModel::executeGesture ( const std::string &  gestureName,
int  reps,
float  overallDuration,
float  channelAWeight 
)
virtual
virtual void makVrv::DtDiGuyCharacterModel::endGesture ( const std::string &  gestureName,
float  rampDown 
)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setDesiredAction ( const std::string &  action,
float  speed 
)
virtual

Set the action to attempt.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::forceAction ( const std::string &  action,
float  speed,
bool  usePositioning,
const DtVector offset,
int  autoChooseTransitionBehavior 
)
virtual

Force an action.

speed: travel speed while performing action. usePositioning: indicates the positioning from the action should be applied to the character. offset: offset to apply over the course of the action. if the action has scoot start/stop points set, offset will only be applied between them. autoChooseTransitionBehavior: if 1, transition between current action and new one might be skipped (this can result in visual popping)

Implements makVrv::DtCharacterModel.

virtual int makVrv::DtDiGuyCharacterModel::currentArcChangeCb ( diguyCharacter *  character)
virtual
virtual void makVrv::DtDiGuyCharacterModel::forceTemporaryAction ( const std::string &  action,
double  duration 
)
virtual

Force an action for a specific amount of time.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::unforceAction ( )
virtual

Restore the ability to use posture/weapon state, which is disabled when an explicit action is set.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setSpeed ( float  speed)
virtual

Set the speed of the character.

Implements makVrv::DtCharacterModel.

virtual bool makVrv::DtDiGuyCharacterModel::weaponDeployed ( ) const
virtual

Get whether the weapon is deployed.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setWeaponDeployed ( bool  deployed)
virtual

Set whether the weapon is deployed.

Implements makVrv::DtCharacterModel.

void makVrv::DtDiGuyCharacterModel::setFullUpdateNeeded ( bool  updated)

Set if the model has been fully updated, set to true if the diguy character or scenario has been updated.

bool makVrv::DtDiGuyCharacterModel::fullUpdateNeeded ( ) const

Check to see if the model needs a full update.

virtual void makVrv::DtDiGuyCharacterModel::die ( const std::string &  deathAction)
virtual

Tell the character to 'die.

Dead characters perform their death action then disable most dynamic behavior (saving CPU cycles).

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::revive ( const std::string &  aliveAction)
virtual

Revive a previously dead character.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setPaused ( bool  paused)
virtual

Set the paused state.

Implements makVrv::DtCharacterModel.

bool makVrv::DtDiGuyCharacterModel::paused ( ) const

Get if the model is paused.

diguyCharacter* makVrv::DtDiGuyCharacterModel::character ( )

Get the character.

virtual void makVrv::DtDiGuyCharacterModel::setPosture ( int  posture)
virtual

Set the posture of the model.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setLinkRotationOverride ( const std::string &  linkName,
const DtTaitBryan &  rotation,
float  rampTime 
)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setLinkTranslationOverride ( const std::string &  linkName,
const DtVector offsets,
float  rampTime 
)
virtual
bool makVrv::DtDiGuyCharacterModel::autoGenerateActions ( ) const

Get if the character will need to auto generate actions.

Until explicitly set via setDesiredAction or forceAction this is true and the motion model will generate actions.

bool makVrv::DtDiGuyCharacterModel::autoGenerateActionSpeed ( ) const

Get if the character will need to auto generate action speed.

This is enabled when the character has an action with default/unknown speed (DtEntityStateListener::UnknownActionSpeed)

virtual void makVrv::DtDiGuyCharacterModel::setModelScalingEnabled ( bool  b)
virtual

Indicate whether or not this model may be model-scaled Default is false.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setIsSupportModel ( bool  isSupport)
virtual

Is this model part of the support group? (determines whether or not other scene objects can ground clamp to this model)

Implements makVrv::DtModel.

static void makVrv::DtDiGuyCharacterModel::setDiGuyAttachGroup ( osg::Group *  diguy_attach_pt)
inlinestatic
virtual void makVrv::DtDiGuyCharacterModel::setEmbarked ( bool  embarkedState)
virtual

Set/Get embarked state.

Implements makVrv::DtCharacterModel.

virtual bool makVrv::DtDiGuyCharacterModel::embarked ( ) const
virtual
virtual void makVrv::DtDiGuyCharacterModel::setScale ( const DtVector scale)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setWeight ( float  weightScale)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setPartOrientation ( int  partNumber,
const DtTaitBryan &  orientation,
const DtVector rotationalVelocity 
)
virtual

Rotate the part.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setPartTranslation ( int  partNumber,
const DtVector translation,
const DtVector velocity 
)
virtual

translate the part.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::setPartVisibility ( int  partNumber,
bool  visible 
)
virtual

not connected yet

Implements makVrv::DtCharacterModel.

void makVrv::DtDiGuyCharacterModel::updateAimingAndGaze ( )

Updates the DIGuy character's aim (of weapon) and gaze.

Only needs to be called when the aim angles themselves change, not when the character orientation changes.

void makVrv::DtDiGuyCharacterModel::setupGuides ( )

Sets up any guides that are necessary, otherwise does nothing.

diguyCharacterGuide* makVrv::DtDiGuyCharacterModel::getGuide ( )
inline
void makVrv::DtDiGuyCharacterModel::setGuide ( diguyCharacterGuide *  guide)
inline
bool makVrv::DtDiGuyCharacterModel::getVRForcesEntity ( )
inline
virtual void makVrv::DtDiGuyCharacterModel::setupCoordSystem ( const DtVector vrvLoc,
bool  overrideEmbarked = false 
)
virtual
void makVrv::DtDiGuyCharacterModel::convertToLocalFrame ( const DtVector32 &  velocity,
const DtTaitBryan &  orientation,
DtVector32 &  outVelocity,
DtTaitBryan &  outOrientation 
)
bool makVrv::DtDiGuyCharacterModel::getIsVehicle ( )
inline
DtDiGuyScenario& makVrv::DtDiGuyCharacterModel::getScenario ( )
virtual void makVrv::DtDiGuyCharacterModel::setSelected ( bool  value)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setTextureVariations ( std::vector< DtCharacterTextureVariationInfo > &  varationInfoArray,
int  force 
)
virtual
virtual void makVrv::DtDiGuyCharacterModel::setDynamicSensorRegion ( const std::string &  region,
bool  state 
)
virtual

Set the state of a dynamic sensor region.

Implements makVrv::DtCharacterModel.

virtual bool makVrv::DtDiGuyCharacterModel::dynamicSensorRegion ( const std::string &  region)
virtual

Get the state of a dynamic sensor region.

virtual DtVector makVrv::DtDiGuyCharacterModel::positionOffsetWorld ( )
virtual

Get the position offset converted to world coordinates.

virtual bool makVrv::DtDiGuyCharacterModel::hasPositionOffset ( )
virtual

Does this DiGuy have an offset.

virtual DtTaitBryan makVrv::DtDiGuyCharacterModel::orientationOffsetWithBase ( const DtTaitBryan &  baseOri)
virtual

Given a base orientation Returns the combined orientation = base orientation.

  • offset orientation
virtual bool makVrv::DtDiGuyCharacterModel::hasOrientationOffset ( )
virtual

Does this DiGuy have an orientation offset.

virtual void makVrv::DtDiGuyCharacterModel::setUseTransitions ( bool  use)
virtual

Include transitions and ramp down in animations (ex.

start occupants sitting instead of transition to sitting)

Implements makVrv::DtCharacterModel.

bool makVrv::DtDiGuyCharacterModel::useTransitions ( )

Return whether animation transitions are instant or not.

virtual void makVrv::DtDiGuyCharacterModel::setEnabled ( bool  enabled)
virtual

Set whether the DI-Guy is enabled (processing updates, etc.)

Implements makVrv::DtCharacterModel.

bool makVrv::DtDiGuyCharacterModel::enabled ( )

Whether the DI-Guy is enabled (processing updates, etc.)

virtual void makVrv::DtDiGuyCharacterModel::setIsOccupant ( bool  occupant)
virtual

Set whether the DI-Guy is enabled (processing updates, etc.)

Implements makVrv::DtCharacterModel.

bool makVrv::DtDiGuyCharacterModel::occupant ( )

Whether the DI-Guy is enabled (processing updates, etc.)

virtual DtSceneObject* makVrv::DtDiGuyCharacterModel::sceneObject ( )
inlinevirtual
virtual bool makVrv::DtDiGuyCharacterModel::isPostureTransitioning ( )
virtual

Whether the DI-Guy is transitioning posture.

virtual void makVrv::DtDiGuyCharacterModel::setSceneObjectIdOnCollisionBoxes ( )
protectedvirtual
void makVrv::DtDiGuyCharacterModel::slot_modelInstanceToBeDestroyed ( DtModelInstance ,
DtModel  
)
protected

Signal emitted when the model instance is going to be destroyed.

void makVrv::DtDiGuyCharacterModel::slot_modelInstanceCreated ( DtModelInstance ,
DtModel  
)
protected

Signal emitted when the model instance is created.

virtual void makVrv::DtDiGuyCharacterModel::updateModelInstance ( )
protectedvirtual
virtual void makVrv::DtDiGuyCharacterModel::setMotionModelByName ( const std::string &  modelName)
protectedvirtual

Update the motion model (DtDeadReckonUpdater) for this character.

Used for occupants to help with instanced characters.

Implements makVrv::DtCharacterModel.

virtual void makVrv::DtDiGuyCharacterModel::updateVisibility ( )
protectedvirtual

Enforce that the DtModel visible() matches what DIGuy is reporting.

Member Data Documentation

osg::Group* makVrv::DtDiGuyCharacterModel::DiguyAttachGroup
staticprotected
DtDiGuyScenario* makVrv::DtDiGuyCharacterModel::myDtScenario
protected
DtTaitBryan makVrv::DtDiGuyCharacterModel::myWorldOrientation
protected
DtVector makVrv::DtDiGuyCharacterModel::myWorldPosition
protected
diguyCharacter* makVrv::DtDiGuyCharacterModel::myCharacter
protected
diguyCharacterGuide* makVrv::DtDiGuyCharacterModel::myGuide
protected
bool makVrv::DtDiGuyCharacterModel::myUsingActionPositioningFlag
protected
bool makVrv::DtDiGuyCharacterModel::myGenerateAutomaticActionFlag
protected
bool makVrv::DtDiGuyCharacterModel::myGenerateActionSpeedFlag
protected
bool makVrv::DtDiGuyCharacterModel::myWeaponDeployedFlag
protected
bool makVrv::DtDiGuyCharacterModel::myFullUpdateFlag
protected
bool makVrv::DtDiGuyCharacterModel::myEmbarkedFlag
protected
bool makVrv::DtDiGuyCharacterModel::myVRForcesEntity
protected
bool makVrv::DtDiGuyCharacterModel::myNeedsGuideInstalled
protected
DtUniqueID makVrv::DtDiGuyCharacterModel::mySceneObjectId
protected
DtLastForceActionParams makVrv::DtDiGuyCharacterModel::myLastForceAction
protected
DtSceneObject* makVrv::DtDiGuyCharacterModel::mySceneObject
protected
bool makVrv::DtDiGuyCharacterModel::m_turreted_vehicle
protected
bool makVrv::DtDiGuyCharacterModel::m_vehicle
protected
float makVrv::DtDiGuyCharacterModel::m_aim_az
protected
float makVrv::DtDiGuyCharacterModel::m_aim_el
protected
float makVrv::DtDiGuyCharacterModel::m_gaze_az
protected
float makVrv::DtDiGuyCharacterModel::m_gaze_el
protected
bool makVrv::DtDiGuyCharacterModel::m_character_can_aim
protected
bool makVrv::DtDiGuyCharacterModel::myEnableAnimationSmoothing
protected
bool makVrv::DtDiGuyCharacterModel::myUseTransitions
protected
bool makVrv::DtDiGuyCharacterModel::myIsOccupant
protected
bool makVrv::DtDiGuyCharacterModel::myEnabled
protected
SensorRegionStateMap makVrv::DtDiGuyCharacterModel::mySensorRegionMap
protected
bool makVrv::DtDiGuyCharacterModel::myCouldBePostureTransitioning
protected
DtCoordTransform makVrv::DtDiGuyCharacterModel::m_geocToTopo
DtCoordTransform makVrv::DtDiGuyCharacterModel::m_topoToGeoc

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

Document ID: Generated on Thu Aug 27 10:56:05 EDT 2020 from SVN revision 217100
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