17 #include <matrix/vlVector.h>
18 #include <legionDataStore/dataTypes.h>
25 class DtAgentManagerInterface;
27 class DtDeadReckonUpdaterAgent;
28 class DtGroundClampingUpdaterAgent;
29 class DtWaterClampingUpdaterAgent;
30 class DtWakeModelAgent;
31 class DtWakeUpdaterAgent;
32 class DtTidalStreamWakeModelAgent;
33 class DtTidalStreamWakeUpdaterAgent;
34 class DtSurfaceClampingUpdaterAgent;
35 class DtSceneObjectAgent;
36 class DtSharedSettingsManager;
46 bool distribute =
false);
59 virtual void setUpdateTypes(
bool deadReckon =
true,
bool groundClamp =
true);
62 virtual void setVisible(
bool visible);
65 virtual bool visible()
const;
74 DtSceneObjectAgent& sceneObjectAgent();
85 virtual void setPosition(
const DtVector& position);
95 virtual void setAppearanceBits(
unsigned int);
100 virtual void setVelocity(
const DtVector32& velocity);
106 virtual DtVector32 velocity()
const;
109 virtual void setAcceleration(
const DtVector32& acceleration);
115 virtual DtVector32 acceleration()
const;
118 virtual void setOrientation(
const DtTaitBryan& orientation);
121 virtual DtTaitBryan orientation()
const;
124 virtual void setAngularVelocity(
const DtVector32& angularVelocity);
127 virtual DtVector32 angularVelocity()
const;
129 void setLastReceivedTime(
double lastReceivedTime);
130 double lastReceivedTime()
const;
133 virtual void setFrozen(
bool freeze);
147 virtual void setDeadReckoningEnabled(
bool position,
bool velocity,
bool orientation);
150 virtual void setSmoothingEnabled(
bool enabled);
153 virtual void setSmoothingPeriod(
float period);
165 virtual void setCharacterModelDefinition(
const std::string& modelName);
168 virtual const std::string& characterModelDefinition()
const;
171 virtual void setModelScalingEnabled(
bool enabled);
174 virtual DtModelAgent* modelAgent();
177 virtual void setMotionModel(
const std::string&);
181 bool isHuman()
const {
return (myMotionModel ==
"DtDiGuyMotionModel"); };
185 virtual void setPaused(
bool b);
186 virtual bool paused()
const;
188 virtual bool isDead()
const;
200 virtual void setAction(
const std::string& action,
float speed);
202 virtual void forceAction(
const std::string& action,
float speed);
204 virtual void forceTempAction(
const std::string& action,
float duration);
206 virtual void gesture(
const std::string& gesture);
208 virtual void setPosture(
int posture);
210 virtual void setCharacterProperties(
const std::string& character,
const std::string& appearance,
const std::string& head,
const std::string& hand);
212 virtual void setActive(
bool active);
DtVector myLocation
Definition: diGuyFacade.h:230
bool myActive
Definition: diGuyFacade.h:226
DT_DLL_EXAMPLESCENEROOTPLUGIN void init(DtDe &anIG)
Because this is all throw away code, this will do both – character and articulated model...
Definition: diGuyFacade.h:39
DtVector32 myVelocity
Definition: diGuyFacade.h:231
std::string myHead
Definition: diGuyFacade.h:222
bool myPaused
Definition: diGuyFacade.h:227
DtElementID myElementId
Definition: diGuyFacade.h:237
const std::string & action() const
Definition: diGuyFacade.h:190
DtTaitBryan myOrientation
Definition: diGuyFacade.h:232
std::string myAction
Definition: diGuyFacade.h:224
DtGroundClampingUpdaterAgent * myGroundClampingUpdaterAgent
Definition: diGuyFacade.h:246
DtModelSetId myModelSet
Definition: diGuyFacade.h:242
std::string myCharacter
Definition: diGuyFacade.h:220
DtModelAgent * myModelAgent
Definition: diGuyFacade.h:244
The shared settings manager, is the global object responsible for managing any shared settings object...
Definition: DtSharedSettingsManager.h:42
DtSceneObjectAgent * mySceneObjectAgent
Definition: diGuyFacade.h:243
DtUniqueID DtElementID
The ElementID is a specific type of unique ID used to represent VR-Vantage uniquely defined elements...
Definition: DtUniqueID.h:23
DtAgentManagerInterface & mySceneInterface
Definition: diGuyFacade.h:238
std::string myAppearance
Definition: diGuyFacade.h:221
#define VRV_LEGION_DLL
Definition: export.h:24
DtDeadReckonUpdaterAgent * myDeadReckonUpdaterAgent
Definition: diGuyFacade.h:245
std::string myHandItem
Definition: diGuyFacade.h:223
std::string myMotionModel
Definition: diGuyFacade.h:250
Contains makVrv::DtGroundClampingUpdater class.
bool myIsDestroyed
Definition: diGuyFacade.h:248
DtSharedSettingsManager & mySharedSettingsManager
Definition: diGuyFacade.h:236
Base class to provide boost signal/slot management.
bool myVisible
Definition: diGuyFacade.h:225
bool myDistributeFlag
Definition: diGuyFacade.h:239
const char int mode
Definition: ioapi.h:38
double myLastReceivedTime
Definition: diGuyFacade.h:234
std::string myModelDefinitionName
whether or not to distribute models to remote displays
Definition: diGuyFacade.h:240
const std::string & character() const
Definition: diGuyFacade.h:195
Contains makVrv::DtUniqueID type.
The abstract interface necessary for agents.
Definition: DtAgentManagerInterface.h:33
bool isHuman() const
Set the entity's model definition names.
Definition: diGuyFacade.h:181
bool myFrozen
Definition: diGuyFacade.h:228
DtModelSetId
Definition: DtModelSetEnums.h:19
const std::string & motionModel() const
Determines type of model. DtDiGuyMotionModel means a DtCharacterModelAgent else DtArticulatedModelAge...
Definition: diGuyFacade.h:180
unsigned int myAppearanceBits
Definition: diGuyFacade.h:229
GroundClampingMode
Ground Clamping Modes.
Definition: DtGroundClampingUpdater.h:36
Contains DLL export macros.