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VR-Forces Developer's Guide
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Because this is all throw away code, this will do both – character and articulated model. Choose wisely.
Public Member Functions | |
| DtDiGuyFacade (DtAgentManagerInterface &sceneInterface, DtSharedSettingsManager &settingsMgr, DtElementID id, const std::string &motionModel="DtDiGuyMotionModel", bool distribute=false) | |
| virtual | ~DtDiGuyFacade () |
| virtual void | setPaused (bool b) |
| virtual bool | paused () const |
| virtual bool | isDead () const |
| const std::string & | action () const |
| const std::string & | character () const |
| virtual void | setAction (const std::string &action, float speed) |
| virtual void | forceAction (const std::string &action, float speed) |
| virtual void | forceTempAction (const std::string &action, float duration) |
| virtual void | gesture (const std::string &gesture) |
| virtual void | setPosture (int posture) |
| virtual void | setCharacterProperties (const std::string &character, const std::string &appearance, const std::string &head, const std::string &hand) |
| virtual void | setActive (bool active) |
Entity Facade functions | |
These functions get parameters of the entity facade. representing the entity. | |
| virtual void | reset () |
| virtual void | setUpdateTypes (bool deadReckon=true, bool groundClamp=true) |
| virtual void | setVisible (bool visible) |
| virtual bool | visible () const |
| virtual DtElementID | elementId () const |
| virtual DtModelSetId | modelSet () const |
| DtSceneObjectAgent & | sceneObjectAgent () |
Spacial Functions | |
These functions control the spacial parameters of the entity. | |
| virtual void | setPosition (const DtVector &position) |
| virtual DtVector | position () const |
| virtual void | setAppearanceBits (unsigned int) |
| virtual void | setVelocity (const DtVector32 &velocity) |
| virtual DtVector32 | velocity () const |
| virtual void | setAcceleration (const DtVector32 &acceleration) |
| virtual DtVector32 | acceleration () const |
| virtual void | setOrientation (const DtTaitBryan &orientation) |
| virtual DtTaitBryan | orientation () const |
| virtual void | setAngularVelocity (const DtVector32 &angularVelocity) |
| virtual DtVector32 | angularVelocity () const |
| void | setLastReceivedTime (double lastReceivedTime) |
| double | lastReceivedTime () const |
| virtual void | setFrozen (bool freeze) |
| bool | frozen () const |
Advanced Spacial Functions | |
These functions control the advanced spacial behavior including dead-reckoning, smoothing and ground clamping. | |
| virtual void | setDeadReckoningEnabled (bool position, bool velocity, bool orientation) |
| virtual void | setSmoothingEnabled (bool enabled) |
| virtual void | setSmoothingPeriod (float period) |
| virtual void | setGroundClampingMode (DtGroundClampingUpdater::GroundClampingMode mode) |
Articulated Model Functions | |
These functions control the appearance of an articulated model representing the entity. | |
| virtual void | setCharacterModelDefinition (const std::string &modelName) |
| virtual const std::string & | characterModelDefinition () const |
| virtual void | setModelScalingEnabled (bool enabled) |
| virtual DtModelAgent * | modelAgent () |
| virtual void | setMotionModel (const std::string &) |
| const std::string & | motionModel () const |
| bool | isHuman () const |
Protected Member Functions | |
| void | init () |
Protected Attributes | |
| std::string | myCharacter |
| std::string | myAppearance |
| std::string | myHead |
| std::string | myHandItem |
| std::string | myAction |
| bool | myVisible |
| bool | myActive |
| bool | myPaused |
| bool | myFrozen |
| unsigned int | myAppearanceBits |
| DtVector | myLocation |
| DtVector32 | myVelocity |
| DtTaitBryan | myOrientation |
| double | myLastReceivedTime |
| DtSharedSettingsManager & | mySharedSettingsManager |
| DtElementID | myElementId |
| DtAgentManagerInterface & | mySceneInterface |
| bool | myDistributeFlag |
| std::string | myModelDefinitionName |
| DtModelSetId | myModelSet |
| DtSceneObjectAgent * | mySceneObjectAgent |
| DtModelAgent * | myModelAgent |
| DtDeadReckonUpdaterAgent * | myDeadReckonUpdaterAgent |
| DtGroundClampingUpdaterAgent * | myGroundClampingUpdaterAgent |
| bool | myIsDestroyed |
| std::string | myMotionModel |
| makVrv::DtDiGuyFacade::DtDiGuyFacade | ( | DtAgentManagerInterface & | sceneInterface, |
| DtSharedSettingsManager & | settingsMgr, | ||
| DtElementID | id, | ||
| const std::string & | motionModel = "DtDiGuyMotionModel", |
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| bool | distribute = false |
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CTOR Creates a 3d Facade for the 3D model set.
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DTOR.
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Set the types of updaters that can run on this object.
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Set the types of updaters that can run on this object.
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set the entity's model hidden or visible
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Get the visibility of the entity.
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Get the element id for the entity facade.
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Returns the model set being visualized.
| DtSceneObjectAgent& makVrv::DtDiGuyFacade::sceneObjectAgent | ( | ) |
Returns the scene object agent for this facade.
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Gets the current position of the entity. This value will not update until after the DtDe tick This is not the same as the current velocity. If the entity is being dead-reckoned or smoothed the velocity will change.
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Sets the appearance bits.
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Gets the current velocity of the entity. This value will not update until after the DtDe tick. This is not the same as the current velocity. If the entity is being dead-reckoned or smoothed the velocity will change.
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Set the acceleration of the entity.
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Gets the current acceleration of the entity. This value will not update until after the DtDe tick. This is not the same as the last set acceleration. If the entity is being dead-reckoned or smoothed the velocity will change.
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Set the orientation of the entity.
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Get the current orientation of the entity.
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Set the angular velocity of the entity.
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Get the angular velocity of the entity.
| void makVrv::DtDiGuyFacade::setLastReceivedTime | ( | double | lastReceivedTime | ) |
| double makVrv::DtDiGuyFacade::lastReceivedTime | ( | ) | const |
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Set the frozen state (Stop or start dead Reckoning)
| bool makVrv::DtDiGuyFacade::frozen | ( | ) | const |
Get the frozen state.
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Set dead reckoning algorithm, whether to dead reckon, position, velocity, and orientation.
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Set whether the Entity smooths.
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Set the period for entity smoothing.
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Set ground clamping mode using bit flags defined in DtGroundClampingUpdater::GroundClampingMode.
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Set the entity's model definition names.
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Get the entity's model definition names.
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Enable/Disable model scaling.
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Access the articulated model agent directly.
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If different than current recreates myModelAgent.
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Determines type of model. DtDiGuyMotionModel means a DtCharacterModelAgent else DtArticulatedModelAgent.
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Set the entity's model definition names.
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Constructor implementation.
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whether or not to distribute models to remote displays
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