A simulation object. More...
Inheritance diagram for com.mak.vrlj.object.Entity:
Collaboration diagram for com.mak.vrlj.object.Entity: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< ArticulatedPart > | myArticulatedParts = new ArrayList<ArticulatedPart>() |
| List< AttachedPart > | myAttachedParts = new ArrayList<AttachedPart>() |
| Clock | myClock |
| Approximator | myApprox = null |
A simulation object.
|
inline |
Create a simulation object.
| name | unique name for this simulation object. |
References com.mak.vrlj.object.Entity.myDeadReckoningType, com.mak.vrlj.object.Entity.myEntityIdentifier, 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, com.mak.vrlj.datatype.DeadReckoningAlgorithm.OTHER, and com.mak.vrlj.datatype.ForceType.OTHER.
Referenced by com.mak.vrlj.object.Entity.equals().
|
inline |
Create a new entity by copying an existing entity.
| name | unique name for this simulation object. |
| entity | an 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.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, and com.mak.vrlj.object.Entity.myWorldVelocity.
|
inlinestatic |
References com.mak.vrlj.object.Entity.NAME.
|
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.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.myCapabilityBits, com.mak.vrlj.object.Entity.myDeadReckoningType, com.mak.vrlj.object.Entity.myEntityIdentifier, 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, and com.mak.vrlj.object.Entity.myWorldVelocity.
|
inlineprivate |
References com.mak.vrlj.object.Entity.getAppearanceBits().
Referenced by com.mak.vrlj.object.Entity.getDamageState(), com.mak.vrlj.object.Entity.getFirePower(), com.mak.vrlj.object.Entity.getFlaming(), com.mak.vrlj.object.Entity.getHatchState(), com.mak.vrlj.object.Entity.getLights(), com.mak.vrlj.object.Entity.getMobility(), com.mak.vrlj.object.Entity.getPaintScheme(), com.mak.vrlj.object.Entity.getSmoke(), and com.mak.vrlj.object.Entity.getTrailingEffects().
|
inline |
Get the flags which determine the appearance of this entity.
References com.mak.vrlj.object.Entity.myAppearanceBits.
Referenced by com.mak.vrlj.object.Entity.getAppearanceBitField(), and com.mak.vrlj.object.Entity.setAppearanceBitField().
|
inline |
Get the Approximator which determines the position of this entity over time, e.g.
dead reckoning and smoothing.
References com.mak.vrlj.object.Entity.myApprox.
|
inline |
Look up an ArticulatedPart by its type.
| partType | the type of ArticulatedPart to search for. |
References com.mak.vrlj.object.Entity.myArticulatedParts.
|
inline |
Get the list of ArticulatedPart on this entity.
References com.mak.vrlj.object.Entity.myArticulatedParts.
|
inline |
Get the list of AttachedPart on this entity.
References com.mak.vrlj.object.Entity.myAttachedParts.
|
inline |
Get the flags which determine the capabilities of this entity, as a long.
References com.mak.vrlj.object.Entity.myCapabilityBits.
|
inline |
Get the name of the simulation object class for Entity objects.
References com.mak.vrlj.object.Entity.NAME.
|
inline |
Get the simulation exercise clock used by this entity (for use by the Approximator, etc.).
References com.mak.vrlj.object.Entity.myClock.
|
inline |
References com.mak.vrlj.object.Entity.getAppearanceBitField().
|
inline |
References com.mak.vrlj.object.Entity.myDeadReckoningType.
|
inline |
References com.mak.vrlj.object.Entity.myEntityIdentifier.
|
inline |
References com.mak.vrlj.object.Entity.getAppearanceBitField().
|
inline |
References com.mak.vrlj.object.Entity.getAppearanceBitField().
|
inline |
References com.mak.vrlj.object.Entity.myForceType.
|
inline |
|
inline |
References com.mak.vrlj.object.Entity.myGuise.
Referenced by com.mak.vrlj.object.Entity.Entity().
|
inline |
References com.mak.vrlj.object.Entity.getAppearanceBitField().
|
inline |
References com.mak.vrlj.object.Entity.myLifeformState.
|
inline |
References com.mak.vrlj.object.Entity.getAppearanceBitField().
|
inline |
References com.mak.vrlj.object.Entity.myMarkingText.
|
inline |
References com.mak.vrlj.object.Entity.getAppearanceBitField().
|
inline |
References com.mak.vrlj.object.Entity.getAppearanceBitField().
|
inline |
References com.mak.vrlj.object.Entity.myApprox, and com.mak.vrlj.object.Entity.myRotationalVelocity.
Referenced by com.mak.vrlj.object.Entity.Entity().
|
inline |
References com.mak.vrlj.object.Entity.getAppearanceBitField().
|
inline |
References com.mak.vrlj.object.Entity.getAppearanceBitField().
|
inline |
References com.mak.vrlj.object.Entity.myType.
Referenced by com.mak.vrlj.object.Entity.Entity().
|
inline |
References com.mak.vrlj.object.Entity.myApprox, and com.mak.vrlj.object.Entity.myWorldAcceleration.
Referenced by com.mak.vrlj.object.Entity.Entity().
|
inline |
References com.mak.vrlj.object.Entity.myApprox, and com.mak.vrlj.object.Entity.myWorldOrientation.
Referenced by com.mak.vrlj.object.Entity.Entity().
|
inline |
References com.mak.vrlj.object.Entity.myApprox, and com.mak.vrlj.object.Entity.myWorldPosition.
Referenced by com.mak.vrlj.object.Entity.Entity().
|
inline |
References com.mak.vrlj.object.Entity.myApprox, and com.mak.vrlj.object.Entity.myWorldVelocity.
Referenced by com.mak.vrlj.object.Entity.Entity().
|
inline |
References 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.myCapabilityBits, com.mak.vrlj.object.Entity.myDeadReckoningType, com.mak.vrlj.object.Entity.myEntityIdentifier, 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, and com.mak.vrlj.object.Entity.myWorldVelocity.
|
inlinestatic |
References com.mak.vrlj.object.Entity.NAME.
|
inlineprivate |
References com.mak.vrlj.object.Entity.getAppearanceBits(), com.mak.vrlj.object.Entity.setAppearanceBits(), and com.mak.vrlj.vl.BitUtil.setBitField().
Referenced by com.mak.vrlj.object.Entity.setDamageState(), com.mak.vrlj.object.Entity.setFirePower(), com.mak.vrlj.object.Entity.setFlaming(), com.mak.vrlj.object.Entity.setHatchState(), com.mak.vrlj.object.Entity.setLights(), com.mak.vrlj.object.Entity.setMobility(), com.mak.vrlj.object.Entity.setPaintScheme(), com.mak.vrlj.object.Entity.setSmoke(), and com.mak.vrlj.object.Entity.setTrailingEffects().
|
inline |
| appearanceBits | the flags which determine the appearance of this entity. |
References com.mak.vrlj.object.Entity.myAppearanceBits.
Referenced by com.mak.vrlj.object.Entity.setAppearanceBitField().
|
inline |
Sets the Approximator used.
This should only be set internally for Reflected Entities. Currently the approximator is not used for published entities.
| approx |
References 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.
|
inline |
| articulatedParts | the list of ArticulatedPart on this entity. |
References com.mak.vrlj.object.Entity.myArticulatedParts.
|
inline |
| attachedParts | the list of AttachedPart on this entity. |
References com.mak.vrlj.object.Entity.myAttachedParts.
|
inline |
| capabilityBits | the flags which determine the capabilities of this entity, as a long. |
References com.mak.vrlj.object.Entity.myCapabilityBits.
|
inline |
| clock | the simulation exercise clock used by this entity (for use by the Approximator, etc.). |
References com.mak.vrlj.object.Entity.myClock.
|
inline |
| newVal | the DamageState of this entity. |
References com.mak.vrlj.object.Entity.setAppearanceBitField().
|
inline |
| deadReckoningType | the DeadReckoningAlgorithm used by this entity. |
References com.mak.vrlj.object.Entity.myApprox, and com.mak.vrlj.object.Entity.myDeadReckoningType.
|
inline |
| newVal | the FirePower damage status of this entity. |
References com.mak.vrlj.object.Entity.setAppearanceBitField().
|
inline |
| newVal | the Flaming appearance status of this entity. |
References com.mak.vrlj.object.Entity.setAppearanceBitField().
|
inline |
| forceType | the ForceType of this entity. |
References com.mak.vrlj.object.Entity.myForceType.
|
inline |
| guise | the guise EntityType for this entity. |
References com.mak.vrlj.object.Entity.myGuise.
|
inline |
| newVal | the HatchState appearance of this entity. |
References com.mak.vrlj.object.Entity.setAppearanceBitField().
|
inline |
| id | the DIS-style EntityIdentifier of this entity. |
References com.mak.vrlj.object.Entity.myEntityIdentifier.
|
inline |
| myLifeformState | the myLifeformState to set |
|
inline |
| newVal | the LightType appearance state of this entity. |
References com.mak.vrlj.object.Entity.setAppearanceBitField().
|
inline |
| markingText | the marking text displayed on this entity. |
References com.mak.vrlj.object.Entity.myMarkingText.
|
inline |
| newVal | the Mobility damage status and appearance of this entity. |
References com.mak.vrlj.object.Entity.setAppearanceBitField().
|
inline |
| newVal | the PaintScheme appearance of this entity. |
References com.mak.vrlj.object.Entity.setAppearanceBitField().
|
inline |
| rotationalVelocity | 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.
|
inline |
| newVal | the Smoke appearance of this entity. |
References com.mak.vrlj.object.Entity.setAppearanceBitField().
|
inline |
| newVal | the TrailingEffects appearance of this entity. |
References com.mak.vrlj.object.Entity.setAppearanceBitField().
|
inline |
| type | the EntityType of this entity. |
References com.mak.vrlj.object.Entity.myType.
|
inline |
| worldAcceleration | the acceleration of this entity with respect to geocentric coordinates as a vector (x, y, z). |
References com.mak.vrlj.object.Entity.myApprox.
|
inline |
| worldOrientation | the orientation of this entity with respect to geocentric coordinates as Tait-Bryan angles. |
References com.mak.vrlj.object.Entity.myApprox.
|
inline |
| worldPosition | the position of this entity with respect to geocentric coordinates as a vector (x, y, z). |
References com.mak.vrlj.object.Entity.myApprox.
|
inline |
| worldVelocity | the velocity of this entity with respect to geocentric coordinates as a vector (x, y, z). |
References com.mak.vrlj.object.Entity.myApprox.
|
inline |
References 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.myCapabilityBits, com.mak.vrlj.object.Entity.myDeadReckoningType, com.mak.vrlj.object.Entity.myEntityIdentifier, 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, and com.mak.vrlj.object.Entity.myWorldVelocity.
|
private |
|
private |
Referenced by com.mak.vrlj.object.Entity.equals(), com.mak.vrlj.object.Entity.getAprox(), com.mak.vrlj.object.Entity.getRotationalVelocity(), 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.hashCode(), com.mak.vrlj.object.Entity.setAprox(), com.mak.vrlj.object.Entity.setDeadReckoningType(), com.mak.vrlj.object.Entity.setRotationalVelocity(), com.mak.vrlj.object.Entity.setWorldAcceleration(), com.mak.vrlj.object.Entity.setWorldOrientation(), com.mak.vrlj.object.Entity.setWorldPosition(), com.mak.vrlj.object.Entity.setWorldVelocity(), and com.mak.vrlj.object.Entity.toString().
|
private |
Referenced by com.mak.vrlj.object.Entity.Entity(), com.mak.vrlj.object.Entity.equals(), com.mak.vrlj.object.Entity.getArticulatedPart(), com.mak.vrlj.object.Entity.getArticulatedParts(), com.mak.vrlj.object.Entity.hashCode(), com.mak.vrlj.object.Entity.setArticulatedParts(), and com.mak.vrlj.object.Entity.toString().
|
private |
|
private |
|
private |
Referenced by com.mak.vrlj.object.Entity.getClock(), and com.mak.vrlj.object.Entity.setClock().
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
Referenced by com.mak.vrlj.object.Entity.getLifeformState().
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
static |
Simulation object class name.
Referenced by com.mak.vrlj.object.Entity.addListener(), com.mak.vrlj.object.ReflectedMap< TIdentifier extends ObjectIdentifier, Tobj extends BaseObject< TIdentifier > >.close(), com.mak.vrlj.object.Entity.getClassName(), com.mak.vrlj.example.talk.Talk.main(), com.mak.vrlj.object.ReflectedEntityMap.ReflectedEntityMap(), com.mak.vrlj.object.Entity.removeListener(), and com.mak.vrlj.example.f18.VehicleSim.VehicleSim().