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com.mak.vrlj.object.Entity Class Reference

A simulation object. More...

+ Inheritance diagram for com.mak.vrlj.object.Entity:
+ Collaboration diagram for com.mak.vrlj.object.Entity:

Public Member Functions

 Entity (GlobalObjectDesignator name)
 Create a simulation object. More...
 
 Entity (GlobalObjectDesignator name, Entity entity)
 Create a new entity by copying an existing entity. More...
 
boolean equals (Object obj)
 
long getAppearanceBits ()
 Get the flags which determine the appearance of this entity. More...
 
Approximator getAprox ()
 Get the Approximator which determines the position of this entity over time, e.g. More...
 
ArticulatedPart getArticulatedPart (ArticulatedPartType partType)
 Look up an ArticulatedPart by its type. More...
 
List< ArticulatedPartgetArticulatedParts ()
 Get the list of ArticulatedPart on this entity. More...
 
List< AttachedPartgetAttachedParts ()
 Get the list of AttachedPart on this entity. More...
 
long getCapabilityBits ()
 Get the flags which determine the capabilities of this entity, as a long. More...
 
String getClassName ()
 Get the name of the simulation object class for Entity objects. More...
 
Clock getClock ()
 Get the simulation exercise clock used by this entity (for use by the Approximator, etc.). More...
 
DamageState getDamageState ()
 
DeadReckoningAlgorithm getDeadReckoningType ()
 
FirePower getFirePower ()
 
Flaming getFlaming ()
 
ForceType getForceType ()
 
EntityType getGuise ()
 
HatchState getHatchState ()
 
EntityIdentifier getEntityIdentifier ()
 
GlobalObjectDesignator getGlobalObjectDesignator ()
 
LightType getLights ()
 
String getMarkingText ()
 
Mobility getMobility ()
 
PaintScheme getPaintScheme ()
 
ConstVector3f getRotationalVelocity ()
 
Smoke getSmoke ()
 
TrailingEffects getTrailingEffects ()
 
EntityType getType ()
 
ConstVector3f getWorldAcceleration ()
 
ConstTaitBryan getWorldOrientation ()
 
ConstVector3d getWorldPosition ()
 
ConstVector3f getWorldVelocity ()
 
int hashCode ()
 
void setAppearanceBits (long appearanceBits)
 
void setArticulatedParts (List< ArticulatedPart > articulatedParts)
 
void setAttachedParts (List< AttachedPart > attachedParts)
 
void setCapabilityBits (long capabilityBits)
 
void setClock (Clock clock)
 
void setDamageState (DamageState newVal)
 
void setDeadReckoningType (DeadReckoningAlgorithm deadReckoningType)
 
void setFirePower (FirePower newVal)
 
void setFlaming (Flaming newVal)
 
void setForceType (ForceType forceType)
 
void setGuise (EntityType guise)
 
void setHatchState (HatchState newVal)
 
void setEntityIdentifier (EntityIdentifier id)
 
void setLights (LightType newVal)
 
void setMarkingText (String markingText)
 
void setMobility (Mobility newVal)
 
void setPaintScheme (PaintScheme newVal)
 
void setRotationalVelocity (ConstVector3f rotationalVelocity)
 
void setSmoke (Smoke newVal)
 
void setTrailingEffects (TrailingEffects newVal)
 
void setType (EntityType type)
 
void setWorldAcceleration (ConstVector3f worldAcceleration)
 
void setWorldOrientation (ConstTaitBryan worldOrientation)
 
void setWorldPosition (ConstVector3d worldPosition)
 
void setWorldVelocity (ConstVector3f worldVelocity)
 
String toString ()
 
Approximator setAprox (Approximator approx)
 Sets the Approximator used. More...
 
int getLifeformState ()
 
void setLifeformState (int lifeformState)
 
boolean getFrozenBit ()
 
void setFrozenBit (boolean frozenBit)
 
short getInfraredSignatureIndex ()
 
void setInfraredSignatureIndex (short infraredSignatureIndex)
 
short getAcousticSignatureIndex ()
 
void setAcousticSignatureIndex (short acousticSignatureIndex)
 
short getLiveEntityMeasuredSpeed ()
 
void setLiveEntityMeasuredSpeed (short liveEntityMeasuredSpeed)
 
String getHostGlobalId ()
 
void setHostGlobalId (String hostGlobalId)
 
ConstituentPartNature getPartNature ()
 
void setPartNature (ConstituentPartNature partNature)
 
ConstituentPartPosition getPartPosition ()
 
void setPartPosition (ConstituentPartPosition partPosition)
 
ConstituentPartStationName getPartStationName ()
 
void setPartStationName (ConstituentPartStationName partStationName)
 
long getStationNumber ()
 
void setStationNumber (long stationNumber)
 
Vector3f getRelativePosition ()
 
void setRelativePosition (Vector3f relativePosition)
 
float getRange ()
 
void setRange (float range)
 
float getBearing ()
 
void setBearing (float bearing)
 
PStruct getPropulsionSystem (int index)
 Look up a propulsion system by index. More...
 
List< PStructgetPropulsionSystems ()
 Get the list of PStruct on this entity. More...
 
void setPropulsionSystems (List< PStruct > propSys)
 Get the list of PStruct on this entity. More...
 
VNStruct getVectoringNozzleSystem (int index)
 Look up a Vectoring Nozzle system by index. More...
 
List< VNStructgetVectoringNozzleSystems ()
 Get the list of PStruct on this entity. More...
 
void setVectoringNozzleSystems (List< VNStruct > nozSys)
 Get the list of VNStruct on this entity. More...
 

Static Public Member Functions

static void addListener (ExerciseConnection exConn, ObjectListener< ObjectIdentifier, Entity > listener)
 
static void removeListener (ExerciseConnection exConn, ObjectListener< ObjectIdentifier, Entity > listener)
 

Static Public Attributes

static final String NAME = ":Entity"
 Simulation object class name. More...
 

Private Member Functions

long getAppearanceBitField (int offset, int len)
 
void setAppearanceBitField (int offset, int len, long newVal)
 

Private Attributes

final GlobalObjectDesignator myGlobalObjectDesignator
 
EntityIdentifier myEntityIdentifier
 
EntityType myType
 
EntityType myGuise
 
final Vector3d myWorldPosition
 
final Vector3f myWorldVelocity
 
final Vector3f myWorldAcceleration
 
final TaitBryan myWorldOrientation
 
final Vector3f myRotationalVelocity
 
DeadReckoningAlgorithm myDeadReckoningType
 
ForceType myForceType
 
String myMarkingText
 
long myAppearanceBits
 
long myCapabilityBits
 
int myLifeformState
 
List< ArticulatedPartmyArticulatedParts = new ArrayList<ArticulatedPart>()
 
List< AttachedPartmyAttachedParts = new ArrayList<AttachedPart>()
 
short myInfraredSignatureIndex
 
short myAcousticSignatureIndex
 
short myLiveEntityMeasuredSpeed
 
String myHostGlobalId
 
ConstituentPartNature myPartNature
 
ConstituentPartPosition myPartPosition
 
ConstituentPartStationName myPartStationName
 
long myStationNumber
 
final Vector3f myRelativePosition
 
float myRange
 
float myBearing
 
List< PStructmyPropulsionSystemsData = new ArrayList<PStruct>()
 
List< VNStructmyVectoringNozzleSystemsData = new ArrayList<VNStruct>()
 
Clock myClock
 
Approximator myApprox = null
 
boolean myFrozenBit
 

Detailed Description

A simulation object.

Constructor & Destructor Documentation

com.mak.vrlj.object.Entity.Entity ( GlobalObjectDesignator  name)
inline
com.mak.vrlj.object.Entity.Entity ( GlobalObjectDesignator  name,
Entity  entity 
)
inline

Create a new entity by copying an existing entity.

Parameters
nameunique name for this simulation object.
entityan entity which will be copied into the new entity during initialization.

References com.mak.vrlj.object.Entity.getGuise(), com.mak.vrlj.object.Entity.getRotationalVelocity(), com.mak.vrlj.object.Entity.getType(), com.mak.vrlj.object.Entity.getWorldAcceleration(), com.mak.vrlj.object.Entity.getWorldOrientation(), com.mak.vrlj.object.Entity.getWorldPosition(), com.mak.vrlj.object.Entity.getWorldVelocity(), com.mak.vrlj.object.Entity.myAcousticSignatureIndex, com.mak.vrlj.object.Entity.myAppearanceBits, com.mak.vrlj.object.Entity.myArticulatedParts, com.mak.vrlj.object.Entity.myAttachedParts, com.mak.vrlj.object.Entity.myBearing, com.mak.vrlj.object.Entity.myCapabilityBits, com.mak.vrlj.object.Entity.myDeadReckoningType, com.mak.vrlj.object.Entity.myForceType, com.mak.vrlj.object.Entity.myFrozenBit, com.mak.vrlj.object.Entity.myGlobalObjectDesignator, com.mak.vrlj.object.Entity.myGuise, com.mak.vrlj.object.Entity.myHostGlobalId, com.mak.vrlj.object.Entity.myInfraredSignatureIndex, com.mak.vrlj.object.Entity.myLiveEntityMeasuredSpeed, com.mak.vrlj.object.Entity.myMarkingText, com.mak.vrlj.object.Entity.myPartNature, com.mak.vrlj.object.Entity.myPartPosition, com.mak.vrlj.object.Entity.myPartStationName, com.mak.vrlj.object.Entity.myPropulsionSystemsData, com.mak.vrlj.object.Entity.myRange, com.mak.vrlj.object.Entity.myRelativePosition, com.mak.vrlj.object.Entity.myRotationalVelocity, com.mak.vrlj.object.Entity.myStationNumber, com.mak.vrlj.object.Entity.myType, com.mak.vrlj.object.Entity.myVectoringNozzleSystemsData, com.mak.vrlj.object.Entity.myWorldAcceleration, com.mak.vrlj.object.Entity.myWorldOrientation, com.mak.vrlj.object.Entity.myWorldPosition, and com.mak.vrlj.object.Entity.myWorldVelocity.

Member Function Documentation

static void com.mak.vrlj.object.Entity.addListener ( ExerciseConnection  exConn,
ObjectListener< ObjectIdentifier, Entity listener 
)
inlinestatic
boolean com.mak.vrlj.object.Entity.equals ( Object  obj)
inline

References com.mak.vrlj.object.Entity.Entity(), com.mak.vrlj.object.GlobalObjectDesignator.equals(), com.mak.vrlj.datatype.EntityType.equals(), com.mak.vrlj.math.TaitBryan.equals(), com.mak.vrlj.math.Vector3d.equals(), com.mak.vrlj.math.Vector3f.equals(), com.mak.vrlj.datatype.ConstituentPartPosition.getValue(), com.mak.vrlj.datatype.ConstituentPartNature.getValue(), com.mak.vrlj.datatype.ConstituentPartStationName.getValue(), com.mak.vrlj.object.Entity.myAcousticSignatureIndex, com.mak.vrlj.object.Entity.myAppearanceBits, com.mak.vrlj.object.Entity.myApprox, com.mak.vrlj.object.Entity.myArticulatedParts, com.mak.vrlj.object.Entity.myAttachedParts, com.mak.vrlj.object.Entity.myBearing, com.mak.vrlj.object.Entity.myCapabilityBits, com.mak.vrlj.object.Entity.myDeadReckoningType, com.mak.vrlj.object.Entity.myEntityIdentifier, com.mak.vrlj.object.Entity.myForceType, com.mak.vrlj.object.Entity.myFrozenBit, com.mak.vrlj.object.Entity.myGlobalObjectDesignator, com.mak.vrlj.object.Entity.myGuise, com.mak.vrlj.object.Entity.myHostGlobalId, com.mak.vrlj.object.Entity.myInfraredSignatureIndex, com.mak.vrlj.object.Entity.myLiveEntityMeasuredSpeed, com.mak.vrlj.object.Entity.myMarkingText, com.mak.vrlj.object.Entity.myPartNature, com.mak.vrlj.object.Entity.myPartPosition, com.mak.vrlj.object.Entity.myPartStationName, com.mak.vrlj.object.Entity.myRange, com.mak.vrlj.object.Entity.myRelativePosition, com.mak.vrlj.object.Entity.myRotationalVelocity, com.mak.vrlj.object.Entity.myStationNumber, com.mak.vrlj.object.Entity.myType, com.mak.vrlj.object.Entity.myWorldAcceleration, com.mak.vrlj.object.Entity.myWorldOrientation, com.mak.vrlj.object.Entity.myWorldPosition, and com.mak.vrlj.object.Entity.myWorldVelocity.

short com.mak.vrlj.object.Entity.getAcousticSignatureIndex ( )
inline
Returns
the acousticSignatureIndex

References com.mak.vrlj.object.Entity.myAcousticSignatureIndex.

long com.mak.vrlj.object.Entity.getAppearanceBitField ( int  offset,
int  len 
)
inlineprivate
long com.mak.vrlj.object.Entity.getAppearanceBits ( )
inline

Get the flags which determine the appearance of this entity.

Returns
the appearance bits as a long.

References com.mak.vrlj.object.Entity.myAppearanceBits.

Referenced by com.mak.vrlj.object.Entity.getAppearanceBitField(), and com.mak.vrlj.object.Entity.setAppearanceBitField().

Approximator com.mak.vrlj.object.Entity.getAprox ( )
inline

Get the Approximator which determines the position of this entity over time, e.g.

dead reckoning and smoothing.

Returns
the Approximator for this entity.

References com.mak.vrlj.object.Entity.myApprox.

ArticulatedPart com.mak.vrlj.object.Entity.getArticulatedPart ( ArticulatedPartType  partType)
inline

Look up an ArticulatedPart by its type.

Parameters
partTypethe type of ArticulatedPart to search for.
Returns
the requested ArticulatedPart, or null if not found.

References com.mak.vrlj.object.Entity.myArticulatedParts.

List<ArticulatedPart> com.mak.vrlj.object.Entity.getArticulatedParts ( )
inline

Get the list of ArticulatedPart on this entity.

Returns
the list of ArticulatedPart on this entity.

References com.mak.vrlj.object.Entity.myArticulatedParts.

List<AttachedPart> com.mak.vrlj.object.Entity.getAttachedParts ( )
inline

Get the list of AttachedPart on this entity.

Returns
the list of AttachedPart on this entity.

References com.mak.vrlj.object.Entity.myAttachedParts.

float com.mak.vrlj.object.Entity.getBearing ( )
inline
Returns
the Range

References com.mak.vrlj.object.Entity.myBearing.

long com.mak.vrlj.object.Entity.getCapabilityBits ( )
inline

Get the flags which determine the capabilities of this entity, as a long.

Returns
the flags which determine the capabilities of this entity, as a long.

References com.mak.vrlj.object.Entity.myCapabilityBits.

String com.mak.vrlj.object.Entity.getClassName ( )
inline

Get the name of the simulation object class for Entity objects.

References com.mak.vrlj.object.Entity.NAME.

Clock com.mak.vrlj.object.Entity.getClock ( )
inline

Get the simulation exercise clock used by this entity (for use by the Approximator, etc.).

Returns
the entity's simulation exercise clock.

References com.mak.vrlj.object.Entity.myClock.

DamageState com.mak.vrlj.object.Entity.getDamageState ( )
inline
Returns
the DamageState of this entity.

References com.mak.vrlj.object.Entity.getAppearanceBitField().

DeadReckoningAlgorithm com.mak.vrlj.object.Entity.getDeadReckoningType ( )
inline
Returns
The DeadReckoningAlgorithm used by this entity.

References com.mak.vrlj.object.Entity.myDeadReckoningType.

EntityIdentifier com.mak.vrlj.object.Entity.getEntityIdentifier ( )
inline
Returns
the DIS-style EntityIdentifier of this entity.

References com.mak.vrlj.object.Entity.myEntityIdentifier.

FirePower com.mak.vrlj.object.Entity.getFirePower ( )
inline
Returns
the FirePower damage status of this entity.

References com.mak.vrlj.object.Entity.getAppearanceBitField().

Flaming com.mak.vrlj.object.Entity.getFlaming ( )
inline
Returns
the Flaming appearance status of this entity.

References com.mak.vrlj.object.Entity.getAppearanceBitField().

ForceType com.mak.vrlj.object.Entity.getForceType ( )
inline
Returns
the ForceType of this entity.

References com.mak.vrlj.object.Entity.myForceType.

boolean com.mak.vrlj.object.Entity.getFrozenBit ( )
inline
Returns
the frozen bit

References com.mak.vrlj.object.Entity.myFrozenBit.

Referenced by com.mak.vrlj.object.Entity.setAprox().

GlobalObjectDesignator com.mak.vrlj.object.Entity.getGlobalObjectDesignator ( )
inline
EntityType com.mak.vrlj.object.Entity.getGuise ( )
inline
Returns
the guise EntityType for this entity.

References com.mak.vrlj.object.Entity.myGuise.

Referenced by com.mak.vrlj.object.Entity.Entity().

HatchState com.mak.vrlj.object.Entity.getHatchState ( )
inline
Returns
the HatchState appearance of this entity.

References com.mak.vrlj.object.Entity.getAppearanceBitField().

String com.mak.vrlj.object.Entity.getHostGlobalId ( )
inline
Returns
the hostGlobalId

References com.mak.vrlj.object.Entity.myHostGlobalId.

short com.mak.vrlj.object.Entity.getInfraredSignatureIndex ( )
inline
Returns
the infraredSignatureIndex

References com.mak.vrlj.object.Entity.myInfraredSignatureIndex.

int com.mak.vrlj.object.Entity.getLifeformState ( )
inline
Returns
the myLifeformState

References com.mak.vrlj.object.Entity.myLifeformState.

LightType com.mak.vrlj.object.Entity.getLights ( )
inline
Returns
the LightType appearance state of this entity.

References com.mak.vrlj.object.Entity.getAppearanceBitField().

short com.mak.vrlj.object.Entity.getLiveEntityMeasuredSpeed ( )
inline
Returns
the liveEntityMeasuredSpeed

References com.mak.vrlj.object.Entity.myLiveEntityMeasuredSpeed.

String com.mak.vrlj.object.Entity.getMarkingText ( )
inline
Returns
the marking text displayed on this entity.

References com.mak.vrlj.object.Entity.myMarkingText.

Mobility com.mak.vrlj.object.Entity.getMobility ( )
inline
Returns
the Mobility damage status and appearance of this entity.

References com.mak.vrlj.object.Entity.getAppearanceBitField().

PaintScheme com.mak.vrlj.object.Entity.getPaintScheme ( )
inline
Returns
the PaintScheme appearance of this entity.

References com.mak.vrlj.object.Entity.getAppearanceBitField().

ConstituentPartNature com.mak.vrlj.object.Entity.getPartNature ( )
inline
Returns
the partNature

References com.mak.vrlj.object.Entity.myPartNature.

ConstituentPartPosition com.mak.vrlj.object.Entity.getPartPosition ( )
inline
Returns
the partPosition

References com.mak.vrlj.object.Entity.myPartPosition.

ConstituentPartStationName com.mak.vrlj.object.Entity.getPartStationName ( )
inline
Returns
the partStationName

References com.mak.vrlj.object.Entity.myPartStationName.

PStruct com.mak.vrlj.object.Entity.getPropulsionSystem ( int  index)
inline

Look up a propulsion system by index.

Parameters
indexthe location of PStruct to return.
Returns
the requested PStruct, or null if not found.

References com.mak.vrlj.object.Entity.myPropulsionSystemsData.

List<PStruct> com.mak.vrlj.object.Entity.getPropulsionSystems ( )
inline

Get the list of PStruct on this entity.

Returns
the list of PStruct on this entity.

References com.mak.vrlj.object.Entity.myPropulsionSystemsData.

float com.mak.vrlj.object.Entity.getRange ( )
inline
Returns
the Range

References com.mak.vrlj.object.Entity.myRange.

Vector3f com.mak.vrlj.object.Entity.getRelativePosition ( )
inline
Returns
the relativePosition

References com.mak.vrlj.object.Entity.myRelativePosition.

ConstVector3f com.mak.vrlj.object.Entity.getRotationalVelocity ( )
inline
Returns
the rotational velocity of this entity as a vector of (psi in radians/second, theta in radians/second, phi in radians/second).

References com.mak.vrlj.object.Entity.myApprox, and com.mak.vrlj.object.Entity.myRotationalVelocity.

Referenced by com.mak.vrlj.object.Entity.Entity().

Smoke com.mak.vrlj.object.Entity.getSmoke ( )
inline
Returns
the Smoke appearance of this entity.

References com.mak.vrlj.object.Entity.getAppearanceBitField().

long com.mak.vrlj.object.Entity.getStationNumber ( )
inline
Returns
the stationNumber

References com.mak.vrlj.object.Entity.myStationNumber.

TrailingEffects com.mak.vrlj.object.Entity.getTrailingEffects ( )
inline
Returns
the TrailingEffects appearance of this entity.

References com.mak.vrlj.object.Entity.getAppearanceBitField().

EntityType com.mak.vrlj.object.Entity.getType ( )
inline
Returns
the EntityType of this entity.

References com.mak.vrlj.object.Entity.myType.

Referenced by com.mak.vrlj.object.Entity.Entity().

VNStruct com.mak.vrlj.object.Entity.getVectoringNozzleSystem ( int  index)
inline

Look up a Vectoring Nozzle system by index.

Parameters
indexthe location of VNStruct to return.
Returns
the requested VNStruct, or null if not found.

References com.mak.vrlj.object.Entity.myVectoringNozzleSystemsData.

List<VNStruct> com.mak.vrlj.object.Entity.getVectoringNozzleSystems ( )
inline

Get the list of PStruct on this entity.

Returns
the list of PStruct on this entity.

References com.mak.vrlj.object.Entity.myVectoringNozzleSystemsData.

ConstVector3f com.mak.vrlj.object.Entity.getWorldAcceleration ( )
inline
Returns
the acceleration of this entity with respect to geocentric coordinates as a vector (x, y, z).

References com.mak.vrlj.object.Entity.myApprox, and com.mak.vrlj.object.Entity.myWorldAcceleration.

Referenced by com.mak.vrlj.object.Entity.Entity().

ConstTaitBryan com.mak.vrlj.object.Entity.getWorldOrientation ( )
inline
Returns
the orientation of this entity with respect to geocentric coordinates as Tait-Bryan angles.

References com.mak.vrlj.object.Entity.myApprox, and com.mak.vrlj.object.Entity.myWorldOrientation.

Referenced by com.mak.vrlj.object.Entity.Entity().

ConstVector3d com.mak.vrlj.object.Entity.getWorldPosition ( )
inline
Returns
the position of this entity with respect to geocentric coordinates as a vector (x, y, z).

References com.mak.vrlj.object.Entity.myApprox, and com.mak.vrlj.object.Entity.myWorldPosition.

Referenced by com.mak.vrlj.object.Entity.Entity().

ConstVector3f com.mak.vrlj.object.Entity.getWorldVelocity ( )
inline
Returns
the velocioty of this entity with respect to geocentric coordinates as a vector (x, y, z).

References com.mak.vrlj.object.Entity.myApprox, and com.mak.vrlj.object.Entity.myWorldVelocity.

Referenced by com.mak.vrlj.object.Entity.Entity().

int com.mak.vrlj.object.Entity.hashCode ( )
inline
static void com.mak.vrlj.object.Entity.removeListener ( ExerciseConnection  exConn,
ObjectListener< ObjectIdentifier, Entity listener 
)
inlinestatic
void com.mak.vrlj.object.Entity.setAcousticSignatureIndex ( short  acousticSignatureIndex)
inline
Parameters
acousticSignatureIndexthe myAcousticSignatureIndex to set
void com.mak.vrlj.object.Entity.setAppearanceBitField ( int  offset,
int  len,
long  newVal 
)
inlineprivate
void com.mak.vrlj.object.Entity.setAppearanceBits ( long  appearanceBits)
inline
Parameters
appearanceBitsthe flags which determine the appearance of this entity.

References com.mak.vrlj.object.Entity.myAppearanceBits.

Referenced by com.mak.vrlj.object.Entity.setAppearanceBitField().

Approximator com.mak.vrlj.object.Entity.setAprox ( Approximator  approx)
inline

Sets the Approximator used.

This should only be set internally for Reflected Entities. Currently the approximator is not used for published entities.

Parameters
approx
Returns
the previous Approximator, or null if none.

References com.mak.vrlj.object.Entity.getFrozenBit(), com.mak.vrlj.coord.Approximator.getTimeOfLastLocationValidity(), com.mak.vrlj.coord.Approximator.getTimeOfLastOrientationValidity(), com.mak.vrlj.object.Entity.myApprox, com.mak.vrlj.object.Entity.myRotationalVelocity, and com.mak.vrlj.object.Entity.myWorldAcceleration.

void com.mak.vrlj.object.Entity.setArticulatedParts ( List< ArticulatedPart articulatedParts)
inline
Parameters
articulatedPartsthe list of ArticulatedPart on this entity.

References com.mak.vrlj.object.Entity.myArticulatedParts.

void com.mak.vrlj.object.Entity.setAttachedParts ( List< AttachedPart attachedParts)
inline
Parameters
attachedPartsthe list of AttachedPart on this entity.

References com.mak.vrlj.object.Entity.myAttachedParts.

void com.mak.vrlj.object.Entity.setBearing ( float  bearing)
inline
Parameters
Rangethe myRange to set

References com.mak.vrlj.object.Entity.myBearing.

void com.mak.vrlj.object.Entity.setCapabilityBits ( long  capabilityBits)
inline
Parameters
capabilityBitsthe flags which determine the capabilities of this entity, as a long.

References com.mak.vrlj.object.Entity.myCapabilityBits.

void com.mak.vrlj.object.Entity.setClock ( Clock  clock)
inline
Parameters
clockthe simulation exercise clock used by this entity (for use by the Approximator, etc.).

References com.mak.vrlj.object.Entity.myClock.

void com.mak.vrlj.object.Entity.setDamageState ( DamageState  newVal)
inline
Parameters
newValthe DamageState of this entity.

References com.mak.vrlj.object.Entity.setAppearanceBitField().

void com.mak.vrlj.object.Entity.setDeadReckoningType ( DeadReckoningAlgorithm  deadReckoningType)
inline
Parameters
deadReckoningTypethe DeadReckoningAlgorithm used by this entity.

References com.mak.vrlj.object.Entity.myApprox, and com.mak.vrlj.object.Entity.myDeadReckoningType.

void com.mak.vrlj.object.Entity.setEntityIdentifier ( EntityIdentifier  id)
inline
Parameters
idthe DIS-style EntityIdentifier of this entity.

References com.mak.vrlj.object.Entity.myEntityIdentifier.

void com.mak.vrlj.object.Entity.setFirePower ( FirePower  newVal)
inline
Parameters
newValthe FirePower damage status of this entity.

References com.mak.vrlj.object.Entity.setAppearanceBitField().

void com.mak.vrlj.object.Entity.setFlaming ( Flaming  newVal)
inline
Parameters
newValthe Flaming appearance status of this entity.

References com.mak.vrlj.object.Entity.setAppearanceBitField().

void com.mak.vrlj.object.Entity.setForceType ( ForceType  forceType)
inline
Parameters
forceTypethe ForceType of this entity.

References com.mak.vrlj.object.Entity.myForceType.

void com.mak.vrlj.object.Entity.setFrozenBit ( boolean  frozenBit)
inline
Parameters
frozenBitthe myFrozenBit to set
void com.mak.vrlj.object.Entity.setGuise ( EntityType  guise)
inline
Parameters
guisethe guise EntityType for this entity.

References com.mak.vrlj.object.Entity.myGuise.

void com.mak.vrlj.object.Entity.setHatchState ( HatchState  newVal)
inline
Parameters
newValthe HatchState appearance of this entity.

References com.mak.vrlj.object.Entity.setAppearanceBitField().

void com.mak.vrlj.object.Entity.setHostGlobalId ( String  hostGlobalId)
inline
Parameters
hostGlobalIdthe myLiveEntityMeasuredSpeed to set
void com.mak.vrlj.object.Entity.setInfraredSignatureIndex ( short  infraredSignatureIndex)
inline
Parameters
infraredSignatureIndexthe myInfraredSignatureIndex to set
void com.mak.vrlj.object.Entity.setLifeformState ( int  lifeformState)
inline
Parameters
lifeformStatethe myLifeformState to set
void com.mak.vrlj.object.Entity.setLights ( LightType  newVal)
inline
Parameters
newValthe LightType appearance state of this entity.

References com.mak.vrlj.object.Entity.setAppearanceBitField().

void com.mak.vrlj.object.Entity.setLiveEntityMeasuredSpeed ( short  liveEntityMeasuredSpeed)
inline
Parameters
liveEntityMeasuredSpeedthe myLiveEntityMeasuredSpeed to set
void com.mak.vrlj.object.Entity.setMarkingText ( String  markingText)
inline
Parameters
markingTextthe marking text displayed on this entity.

References com.mak.vrlj.object.Entity.myMarkingText.

void com.mak.vrlj.object.Entity.setMobility ( Mobility  newVal)
inline
Parameters
newValthe Mobility damage status and appearance of this entity.

References com.mak.vrlj.object.Entity.setAppearanceBitField().

void com.mak.vrlj.object.Entity.setPaintScheme ( PaintScheme  newVal)
inline
Parameters
newValthe PaintScheme appearance of this entity.

References com.mak.vrlj.object.Entity.setAppearanceBitField().

void com.mak.vrlj.object.Entity.setPartNature ( ConstituentPartNature  partNature)
inline
Parameters
partNaturethe myPartNature to set
void com.mak.vrlj.object.Entity.setPartPosition ( ConstituentPartPosition  partPosition)
inline
Parameters
partPositionthe myPartPosition to set
void com.mak.vrlj.object.Entity.setPartStationName ( ConstituentPartStationName  partStationName)
inline
Parameters
partStationNamethe myPartStationName to set
void com.mak.vrlj.object.Entity.setPropulsionSystems ( List< PStruct propSys)
inline

Get the list of PStruct on this entity.

References com.mak.vrlj.object.Entity.myPropulsionSystemsData.

void com.mak.vrlj.object.Entity.setRange ( float  range)
inline
Parameters
Rangethe myRange to set

References com.mak.vrlj.object.Entity.myRange.

void com.mak.vrlj.object.Entity.setRelativePosition ( Vector3f  relativePosition)
inline
Parameters
relativePositionthe myRelativePosition to set
void com.mak.vrlj.object.Entity.setRotationalVelocity ( ConstVector3f  rotationalVelocity)
inline
Parameters
rotationalVelocitythe rotational velocity of this entity as a vector of (psi in radians/second, theta in radians/second, phi in radians/second).

References com.mak.vrlj.object.Entity.myApprox.

void com.mak.vrlj.object.Entity.setSmoke ( Smoke  newVal)
inline
Parameters
newValthe Smoke appearance of this entity.

References com.mak.vrlj.object.Entity.setAppearanceBitField().

void com.mak.vrlj.object.Entity.setStationNumber ( long  stationNumber)
inline
Parameters
stationNumberthe myStationNumber to set
void com.mak.vrlj.object.Entity.setTrailingEffects ( TrailingEffects  newVal)
inline
Parameters
newValthe TrailingEffects appearance of this entity.

References com.mak.vrlj.object.Entity.setAppearanceBitField().

void com.mak.vrlj.object.Entity.setType ( EntityType  type)
inline
Parameters
typethe EntityType of this entity.

References com.mak.vrlj.object.Entity.myType.

void com.mak.vrlj.object.Entity.setVectoringNozzleSystems ( List< VNStruct nozSys)
inline

Get the list of VNStruct on this entity.

References com.mak.vrlj.object.Entity.myVectoringNozzleSystemsData.

void com.mak.vrlj.object.Entity.setWorldAcceleration ( ConstVector3f  worldAcceleration)
inline
Parameters
worldAccelerationthe acceleration of this entity with respect to geocentric coordinates as a vector (x, y, z).

References com.mak.vrlj.object.Entity.myApprox.

void com.mak.vrlj.object.Entity.setWorldOrientation ( ConstTaitBryan  worldOrientation)
inline
Parameters
worldOrientationthe orientation of this entity with respect to geocentric coordinates as Tait-Bryan angles.

References com.mak.vrlj.object.Entity.myApprox.

void com.mak.vrlj.object.Entity.setWorldPosition ( ConstVector3d  worldPosition)
inline
Parameters
worldPositionthe position of this entity with respect to geocentric coordinates as a vector (x, y, z).

References com.mak.vrlj.object.Entity.myApprox.

void com.mak.vrlj.object.Entity.setWorldVelocity ( ConstVector3f  worldVelocity)
inline
Parameters
worldVelocitythe velocity of this entity with respect to geocentric coordinates as a vector (x, y, z).

References com.mak.vrlj.object.Entity.myApprox.

String com.mak.vrlj.object.Entity.toString ( )
inline

Member Data Documentation

short com.mak.vrlj.object.Entity.myAcousticSignatureIndex
private
long com.mak.vrlj.object.Entity.myAppearanceBits
private
Approximator com.mak.vrlj.object.Entity.myApprox = null
private
List<ArticulatedPart> com.mak.vrlj.object.Entity.myArticulatedParts = new ArrayList<ArticulatedPart>()
private
List<AttachedPart> com.mak.vrlj.object.Entity.myAttachedParts = new ArrayList<AttachedPart>()
private
float com.mak.vrlj.object.Entity.myBearing
private
long com.mak.vrlj.object.Entity.myCapabilityBits
private
Clock com.mak.vrlj.object.Entity.myClock
private
DeadReckoningAlgorithm com.mak.vrlj.object.Entity.myDeadReckoningType
private
EntityIdentifier com.mak.vrlj.object.Entity.myEntityIdentifier
private
ForceType com.mak.vrlj.object.Entity.myForceType
private
boolean com.mak.vrlj.object.Entity.myFrozenBit
private
final GlobalObjectDesignator com.mak.vrlj.object.Entity.myGlobalObjectDesignator
private
EntityType com.mak.vrlj.object.Entity.myGuise
private
String com.mak.vrlj.object.Entity.myHostGlobalId
private
short com.mak.vrlj.object.Entity.myInfraredSignatureIndex
private
int com.mak.vrlj.object.Entity.myLifeformState
private
short com.mak.vrlj.object.Entity.myLiveEntityMeasuredSpeed
private
String com.mak.vrlj.object.Entity.myMarkingText
private
ConstituentPartNature com.mak.vrlj.object.Entity.myPartNature
private
ConstituentPartPosition com.mak.vrlj.object.Entity.myPartPosition
private
ConstituentPartStationName com.mak.vrlj.object.Entity.myPartStationName
private
List<PStruct> com.mak.vrlj.object.Entity.myPropulsionSystemsData = new ArrayList<PStruct>()
private
float com.mak.vrlj.object.Entity.myRange
private
final Vector3f com.mak.vrlj.object.Entity.myRelativePosition
private
final Vector3f com.mak.vrlj.object.Entity.myRotationalVelocity
private
long com.mak.vrlj.object.Entity.myStationNumber
private
EntityType com.mak.vrlj.object.Entity.myType
private
List<VNStruct> com.mak.vrlj.object.Entity.myVectoringNozzleSystemsData = new ArrayList<VNStruct>()
private
final Vector3f com.mak.vrlj.object.Entity.myWorldAcceleration
private
final TaitBryan com.mak.vrlj.object.Entity.myWorldOrientation
private
final Vector3d com.mak.vrlj.object.Entity.myWorldPosition
private
final Vector3f com.mak.vrlj.object.Entity.myWorldVelocity
private
final String com.mak.vrlj.object.Entity.NAME = ":Entity"
static

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

Document ID: Generated on Thu Oct 16 00:12:25 EDT 2025 from SVN revision 280738
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