CActor Class Reference

#include <ObjectClass_CActor.h>

Inheritance diagram for CActor:

CObject CReferenceTarget CCreature CPassiveActorReference CVolume CEnvironment CFaction COMF2Fighter COMF2Projectile CPilot CBoxVolume CConeVolume CMeshVolume CSphereVolume List of all members.

Public Member Functions

void AddEventRelay (class CObject Target)
void AddEventRelay (class CClassExecutorInstance ExecutorInstance, Method(class CEvent) HookMethod)
void RemoveEventRelays (class CClassExecutorInstance ExecutorInstance)
CScene Scene ()
CScene TemporalMasterScene ()
CScene PostTemporalMasterScene ()
float RenderQuality ()
bool IsServer ()
void AddCopyToScene (class CActor Property)
CObject Property (int Index)
int NumProperties ()
void AddProperty (class CObject Property)
void RemoveProperty (class CObject Property)
CObject FindPropertyByName (string Name)
CObject FindPropertyByType (classtype Type)
CActor ActorChild (int Index)
int NumActorChildren ()
CActor ActorParent ()
CActor TopActorParent ()
void Activate ()
void Deactivate ()
void SetRendered ()
void SetUnrendered ()
void SetRendered (class CRenderer Renderer)
void SetUnrendered (class CRenderer Renderer)
void SetBranchRendered ()
void SetBranchUnrendered ()
bool IsRendered ()
bool IsActive ()
bool IsStatic ()
void SetInheritPosition (bool Num)
void SetInheritOrientation (bool Num)
bool IsDynamicProp ()
void SetDynamicProp (bool Val)
void AutoFixPenetration ()
void Attach (class CActor Actor)
void CopyWorldToLocal (class CActor Target)
float MomentumLength ()
CVector Momentum ()
void SetMomentum (class CVector Momentum)
void Move (class CVector Momentum)
void Move (float x, float y, float z)
void MoveLocal (class CVector Momentum)
void MoveLocal (float x, float y, float z)
void MoveLocalX (float Val)
void MoveLocalY (float Val)
void MoveLocalZ (float Val)
void RotateXDeg (float AngleInDegrees)
void RotateYDeg (float AngleInDegrees)
void RotateZDeg (float AngleInDegrees)
void RotateLocalXDeg (float AngleInDegrees)
void RotateLocalYDeg (float AngleInDegrees)
void RotateLocalZDeg (float AngleInDegrees)
void RotateLocalX (float Angle)
void RotateLocalY (float Angle)
void RotateLocalZ (float Angle)
CPhysics Physics (int Index)
CNovodexPhysicsHandler PhysicsHandler ()
void PointZ (class CActor Target)
void PointZ (class CVector Direction)
void PointZByDirection (class CVector Direction)
void PointZByRotationDeg (class CVector WorldPosition, float XAxisRotationInDegrees, float YAxisRotationInDegrees, float ZAxisRotationInDegrees)
void SlideTo (class CVector Destination, float RemainingSteps)
void RotateTo (class CCoordinateSystem Destination, float RemainingSteps)
void RotateToFace (class CActor Target, float RemainingSteps)
void RotateToFaceWorldPosition (class CVector Target, float RemainingSteps)
void EnablePhysics ()
void DisablePhysics ()
void DisableParticleSpawning ()
void EnableParticleSpawning ()
void DisableAllMeshProperties ()
void EnableAllMeshProperties ()
void RotateFromWorldToLocal (class CVector Angle)
void RotateFromLocalToWorld (class CVector Angle)
void ConvertFromWorldToLocal (class CVector Position)
void ConvertFromLocalToWorld (class CVector Position)
void SetLocalPosition (class CVector LocalPosition)
void SetLocalPosition (float x, float y, float z)
void SetLocalOrientation (class CCoordinateSystem LocalOrientation)
void ZeroLocalPosition ()
CVector LocalPosition ()
CVector WorldPosition ()
CVector FocalPoint ()
float DistanceTo (class CActor Target)
void InvalidatePosition ()
void InvalidateOrientation ()
void InvalidatePositionAndOrientation ()
CCoordinateSystem LocalOrientation ()
CCoordinateSystem WorldOrientation ()
void SetGlobalInterest (float Interest)
float GlobalInterest ()
float SceneTime ()
float LocalTime ()
bool ShouldBeInactive ()

Detailed Description

Actors are objects that can exist in a CScene. Wether it be a static object, a moving noise, a camera, or anything else that has a presence and a position in a scene it must first come from an actor. Properties for an Actor are generally not stored in the Actor. For instance, if you want to display a Mesh in your game world, you'd create an Actor, then reference the CMesh as a property. When the renderer sets up the Actor information, it'll look for renderable properties the Actor is referencing, in this case the CMesh class.

Here's a list of some of the classes that commonly attach to Actors as properties:

CMesh - Displayed by CRenderer at the Actor's position.

CSpeaker - CAudioPlayer will play the Speaker's sound at the Actor's position. (Note: Actor currently must be CVolume for sound to play properly).

CCamera - Used by Renderer to view the Scene.

CListener - Used by AudioPlayer to define listener position (similar to a camera).

These properties, and any other actor property can be shared between any number of actors.


Member Function Documentation

void CActor::Activate (  ) 

class CActor CActor::ActorChild ( int  Index  ) 

class CActor CActor::ActorParent (  ) 

void CActor::AddCopyToScene ( class CActor  Property  ) 

void CActor::AddEventRelay ( class CClassExecutorInstance  ExecutorInstance,
Method(class CEvent HookMethod 
)

void CActor::AddEventRelay ( class CObject  Target  ) 

void CActor::AddProperty ( class CObject  Property  ) 

void CActor::Attach ( class CActor  Actor  ) 

void CActor::AutoFixPenetration (  ) 

void CActor::ConvertFromLocalToWorld ( class CVector  Position  ) 

void CActor::ConvertFromWorldToLocal ( class CVector  Position  ) 

void CActor::CopyWorldToLocal ( class CActor  Target  ) 

void CActor::Deactivate (  ) 

void CActor::DisableAllMeshProperties (  ) 

void CActor::DisableParticleSpawning (  ) 

void CActor::DisablePhysics (  ) 

float CActor::DistanceTo ( class CActor  Target  ) 

void CActor::EnableAllMeshProperties (  ) 

void CActor::EnableParticleSpawning (  ) 

void CActor::EnablePhysics (  ) 

class CObject CActor::FindPropertyByName ( string  Name  ) 

class CObject CActor::FindPropertyByType ( classtype  Type  ) 

class CVector CActor::FocalPoint (  ) 

float CActor::GlobalInterest (  ) 

void CActor::InvalidateOrientation (  ) 

Reimplemented in CCreature.

void CActor::InvalidatePosition (  ) 

void CActor::InvalidatePositionAndOrientation (  ) 

bool CActor::IsActive (  ) 

bool CActor::IsDynamicProp (  ) 

bool CActor::IsRendered (  ) 

bool CActor::IsServer (  ) 

bool CActor::IsStatic (  ) 

class CCoordinateSystem CActor::LocalOrientation (  ) 

class CVector CActor::LocalPosition (  ) 

float CActor::LocalTime (  ) 

class CVector CActor::Momentum (  ) 

float CActor::MomentumLength (  ) 

void CActor::Move ( float  x,
float  y,
float  z 
)

void CActor::Move ( class CVector  Momentum  ) 

void CActor::MoveLocal ( float  x,
float  y,
float  z 
)

void CActor::MoveLocal ( class CVector  Momentum  ) 

void CActor::MoveLocalX ( float  Val  ) 

void CActor::MoveLocalY ( float  Val  ) 

void CActor::MoveLocalZ ( float  Val  ) 

int CActor::NumActorChildren (  ) 

int CActor::NumProperties (  ) 

class CPhysics CActor::Physics ( int  Index  ) 

class CNovodexPhysicsHandler CActor::PhysicsHandler (  ) 

void CActor::PointZ ( class CVector  Direction  ) 

void CActor::PointZ ( class CActor  Target  ) 

void CActor::PointZByDirection ( class CVector  Direction  ) 

void CActor::PointZByRotationDeg ( class CVector  WorldPosition,
float  XAxisRotationInDegrees,
float  YAxisRotationInDegrees,
float  ZAxisRotationInDegrees 
)

class CScene CActor::PostTemporalMasterScene (  ) 

class CObject CActor::Property ( int  Index  ) 

Parameters:
Index  Index of the property you want

void CActor::RemoveEventRelays ( class CClassExecutorInstance  ExecutorInstance  ) 

void CActor::RemoveProperty ( class CObject  Property  ) 

float CActor::RenderQuality (  ) 

void CActor::RotateFromLocalToWorld ( class CVector  Angle  ) 

void CActor::RotateFromWorldToLocal ( class CVector  Angle  ) 

void CActor::RotateLocalX ( float  Angle  ) 

void CActor::RotateLocalXDeg ( float  AngleInDegrees  ) 

void CActor::RotateLocalY ( float  Angle  ) 

void CActor::RotateLocalYDeg ( float  AngleInDegrees  ) 

void CActor::RotateLocalZ ( float  Angle  ) 

void CActor::RotateLocalZDeg ( float  AngleInDegrees  ) 

void CActor::RotateTo ( class CCoordinateSystem  Destination,
float  RemainingSteps 
)

void CActor::RotateToFace ( class CActor  Target,
float  RemainingSteps 
)

void CActor::RotateToFaceWorldPosition ( class CVector  Target,
float  RemainingSteps 
)

void CActor::RotateXDeg ( float  AngleInDegrees  ) 

void CActor::RotateYDeg ( float  AngleInDegrees  ) 

void CActor::RotateZDeg ( float  AngleInDegrees  ) 

class CScene CActor::Scene (  ) 

float CActor::SceneTime (  ) 

void CActor::SetBranchRendered (  ) 

void CActor::SetBranchUnrendered (  ) 

void CActor::SetDynamicProp ( bool  Val  ) 

void CActor::SetGlobalInterest ( float  Interest  ) 

void CActor::SetInheritOrientation ( bool  Num  ) 

void CActor::SetInheritPosition ( bool  Num  ) 

void CActor::SetLocalOrientation ( class CCoordinateSystem  LocalOrientation  ) 

void CActor::SetLocalPosition ( float  x,
float  y,
float  z 
)

void CActor::SetLocalPosition ( class CVector  LocalPosition  ) 

void CActor::SetMomentum ( class CVector  Momentum  ) 

Reimplemented in COMF2Fighter.

void CActor::SetRendered ( class CRenderer  Renderer  ) 

void CActor::SetRendered (  ) 

void CActor::SetUnrendered ( class CRenderer  Renderer  ) 

void CActor::SetUnrendered (  ) 

bool CActor::ShouldBeInactive (  ) 

void CActor::SlideTo ( class CVector  Destination,
float  RemainingSteps 
)

class CScene CActor::TemporalMasterScene (  ) 

class CActor CActor::TopActorParent (  ) 

class CCoordinateSystem CActor::WorldOrientation (  ) 

class CVector CActor::WorldPosition (  ) 

void CActor::ZeroLocalPosition (  ) 


Generated on Sun Feb 18 21:27:09 2007 for Script Classes by  doxygen 1.4.7