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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.
 Entity (GlobalObjectDesignator name, Entity entity)
 Create a new entity by copying an existing entity.
boolean equals (Object obj)
long getAppearanceBits ()
 Get the flags which determine the appearance of this entity.
Approximator getAprox ()
 Get the Approximator which determines the position of this entity over time, e.g.
ArticulatedPart getArticulatedPart (ArticulatedPartType partType)
 Look up an ArticulatedPart by its type.
List< ArticulatedPartgetArticulatedParts ()
 Get the list of ArticulatedPart on this entity.
List< AttachedPartgetAttachedParts ()
 Get the list of AttachedPart on this entity.
long getCapabilityBits ()
 Get the flags which determine the capabilities of this entity, as a long.
String getClassName ()
 Get the name of the simulation object class for Entity objects.
Clock getClock ()
 Get the simulation exercise clock used by this entity (for use by the Approximator, etc.).
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 setId (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.
int getLifeformState ()
void setLifeformState (int lifeformState)

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.

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>()
Clock myClock
Approximator myApprox = null

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.getAppearanceBits(), com.mak.vrlj.object.Entity.getArticulatedParts(), com.mak.vrlj.object.Entity.getAttachedParts(), com.mak.vrlj.object.Entity.getCapabilityBits(), com.mak.vrlj.object.Entity.getDeadReckoningType(), com.mak.vrlj.object.Entity.getForceType(), com.mak.vrlj.object.Entity.getGuise(), com.mak.vrlj.object.Entity.getMarkingText(), 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.myAppearanceBits, com.mak.vrlj.object.Entity.myArticulatedParts, com.mak.vrlj.object.Entity.myAttachedParts, com.mak.vrlj.object.Entity.myCapabilityBits, com.mak.vrlj.object.Entity.myDeadReckoningType, com.mak.vrlj.object.Entity.myForceType, com.mak.vrlj.object.Entity.myGlobalObjectDesignator, com.mak.vrlj.object.Entity.myGuise, com.mak.vrlj.object.Entity.myMarkingText, com.mak.vrlj.object.Entity.myRotationalVelocity, com.mak.vrlj.object.Entity.myType, com.mak.vrlj.object.Entity.myWorldAcceleration, com.mak.vrlj.object.Entity.myWorldOrientation, com.mak.vrlj.object.Entity.myWorldPosition, com.mak.vrlj.object.Entity.myWorldVelocity, and com.mak.vrlj.datatype.EntityType.toString().

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
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.Entity(), 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.

Referenced by com.mak.vrlj.example.f18.VehicleSim.simTick().

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.

Referenced by com.mak.vrlj.object.Entity.Entity(), and com.mak.vrlj.example.f18.VehicleSim.init().

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.

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

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.

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

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
DeadReckoningAlgorithm com.mak.vrlj.object.Entity.getDeadReckoningType ( )
inline
EntityIdentifier com.mak.vrlj.object.Entity.getEntityIdentifier ( )
inline
FirePower com.mak.vrlj.object.Entity.getFirePower ( )
inline
Flaming com.mak.vrlj.object.Entity.getFlaming ( )
inline
Returns
the Flaming appearance status of this entity.

References com.mak.vrlj.object.Entity.getAppearanceBitField(), and com.mak.vrlj.datatype.Flaming.valueOf().

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

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

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

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

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

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

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(), and com.mak.vrlj.datatype.Mobility.valueOf().

PaintScheme com.mak.vrlj.object.Entity.getPaintScheme ( )
inline
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.coord.Approximator.getRotationalVelocity(), com.mak.vrlj.vl.Clock.getSimTime(), com.mak.vrlj.object.Entity.myApprox, com.mak.vrlj.object.Entity.myClock, and com.mak.vrlj.object.Entity.myRotationalVelocity.

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

Smoke com.mak.vrlj.object.Entity.getSmoke ( )
inline
TrailingEffects com.mak.vrlj.object.Entity.getTrailingEffects ( )
inline
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().

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.coord.Approximator.getAcceleration(), 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
ConstVector3d com.mak.vrlj.object.Entity.getWorldPosition ( )
inline
ConstVector3f com.mak.vrlj.object.Entity.getWorldVelocity ( )
inline
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.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
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.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
void com.mak.vrlj.object.Entity.setDeadReckoningType ( DeadReckoningAlgorithm  deadReckoningType)
inline
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().

Referenced by com.mak.vrlj.example.f18.VehicleSim.reactToDamage().

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

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

Referenced by com.mak.vrlj.example.f18.VehicleSim.VehicleSim().

void com.mak.vrlj.object.Entity.setGuise ( EntityType  guise)
inline
Parameters
guisethe guise EntityType for this entity.

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

Referenced by com.mak.vrlj.example.f18.VehicleSim.VehicleSim().

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.setId ( EntityIdentifier  id)
inline
Parameters
idthe DIS-style EntityIdentifier of this entity.

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

void com.mak.vrlj.object.Entity.setLifeformState ( int  lifeformState)
inline
Parameters
myLifeformStatethe myLifeformState to set

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

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.setMarkingText ( String  markingText)
inline
Parameters
markingTextthe marking text displayed on this entity.

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

Referenced by com.mak.vrlj.example.talk.Talk.main(), and com.mak.vrlj.example.f18.VehicleSim.VehicleSim().

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.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.math.Vector3f.assignFrom(), com.mak.vrlj.vl.Clock.getSimTime(), com.mak.vrlj.object.Entity.myApprox, com.mak.vrlj.object.Entity.myClock, com.mak.vrlj.object.Entity.myRotationalVelocity, and com.mak.vrlj.coord.Approximator.setRotationalVelocity().

Referenced by com.mak.vrlj.example.f18.VehicleSim.simTick().

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

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

Referenced by com.mak.vrlj.example.f18.VehicleSim.reactToDamage().

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
void com.mak.vrlj.object.Entity.setWorldAcceleration ( ConstVector3f  worldAcceleration)
inline
void com.mak.vrlj.object.Entity.setWorldOrientation ( ConstTaitBryan  worldOrientation)
inline
void com.mak.vrlj.object.Entity.setWorldPosition ( ConstVector3d  worldPosition)
inline
void com.mak.vrlj.object.Entity.setWorldVelocity ( ConstVector3f  worldVelocity)
inline
String com.mak.vrlj.object.Entity.toString ( )
inline

Member Data Documentation

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
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
final GlobalObjectDesignator com.mak.vrlj.object.Entity.myGlobalObjectDesignator
private
EntityType com.mak.vrlj.object.Entity.myGuise
private
int com.mak.vrlj.object.Entity.myLifeformState
private
String com.mak.vrlj.object.Entity.myMarkingText
private
final Vector3f com.mak.vrlj.object.Entity.myRotationalVelocity
private
EntityType com.mak.vrlj.object.Entity.myType
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 Mon Jun 22 21:18:40 EDT 2020 from SVN revision 213785
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