#include <dynamicworld.h>
|
| | DynamicWorld (World &world, const zenkit::Mesh &mesh) |
| |
| | DynamicWorld (const DynamicWorld &)=delete |
| |
| | ~DynamicWorld () |
| |
| RayLandResult | landRay (const Tempest::Vec3 &from, float maxDy=0) const |
| |
| RayWaterResult | waterRay (const Tempest::Vec3 &from) const |
| |
| RayWaterResult | waterRay (const Tempest::Vec3 &from, const Tempest::Vec3 &to) const |
| |
| RayCamResult | cameraRay (const Tempest::Vec3 &from, const Tempest::Vec3 &to) const |
| |
| RayLandResult | ray (const Tempest::Vec3 &from, const Tempest::Vec3 &to) const |
| |
| RayQueryResult | rayNpc (const Tempest::Vec3 &from, const Tempest::Vec3 &to, const Npc *except) const |
| |
| float | soundOclusion (const Tempest::Vec3 &from, const Tempest::Vec3 &to) const |
| |
| NpcItem | ghostObj (std::string_view visual) |
| |
| Item | staticObj (const PhysicMeshShape *src, const Tempest::Matrix4x4 &m) |
| |
| Item | movableObj (const PhysicMeshShape *src, const Tempest::Matrix4x4 &m) |
| |
| Item | dynamicObj (const Tempest::Matrix4x4 &pos, const Bounds &bbox, zenkit::MaterialGroup mat) |
| |
| BulletBody * | bulletObj (BulletCallback *cb) |
| |
| BBoxBody | bboxObj (BBoxCallback *cb, const zenkit::AxisAlignedBoundingBox &bbox) |
| |
| BBoxBody | bboxObj (BBoxCallback *cb, const Tempest::Vec3 &pos, float R) |
| |
| void | tick (uint64_t dt) |
| |
| void | deleteObj (BulletBody *obj) |
| |
| std::string_view | validateSectorName (std::string_view name) const |
| |
Definition at line 28 of file dynamicworld.h.
◆ Category
| Enumerator |
|---|
| C_Null | |
| C_Landscape | |
| C_Water | |
| C_Object | |
| C_Ghost | |
| C_Item | |
Definition at line 47 of file dynamicworld.h.
◆ MoveCode
| Enumerator |
|---|
| MC_Fail | |
| MC_OK | |
| MC_Skip | |
| MC_Partial | |
Definition at line 56 of file dynamicworld.h.
◆ DynamicWorld() [1/2]
| DynamicWorld::DynamicWorld |
( |
World & |
world, |
|
|
const zenkit::Mesh & |
mesh |
|
) |
| |
◆ DynamicWorld() [2/2]
◆ ~DynamicWorld()
| DynamicWorld::~DynamicWorld |
( |
| ) |
|
◆ bboxObj() [1/2]
◆ bboxObj() [2/2]
◆ bulletObj()
◆ cameraRay()
◆ deleteObj()
◆ dynamicObj()
| DynamicWorld::Item DynamicWorld::dynamicObj |
( |
const Tempest::Matrix4x4 & |
pos, |
|
|
const Bounds & |
bbox, |
|
|
zenkit::MaterialGroup |
mat |
|
) |
| |
◆ ghostObj()
◆ landRay()
◆ materialDensity()
| float DynamicWorld::materialDensity |
( |
zenkit::MaterialGroup |
mat | ) |
|
|
static |
◆ materialFriction()
| float DynamicWorld::materialFriction |
( |
zenkit::MaterialGroup |
mat | ) |
|
|
static |
◆ movableObj()
◆ ray()
◆ rayNpc()
◆ soundOclusion()
| float DynamicWorld::soundOclusion |
( |
const Tempest::Vec3 & |
from, |
|
|
const Tempest::Vec3 & |
to |
|
) |
| const |
◆ staticObj()
◆ tick()
| void DynamicWorld::tick |
( |
uint64_t |
dt | ) |
|
◆ validateSectorName()
| std::string_view DynamicWorld::validateSectorName |
( |
std::string_view |
name | ) |
const |
◆ waterRay() [1/2]
◆ waterRay() [2/2]
◆ bulletSpeed
| constexpr float DynamicWorld::bulletSpeed = 3 |
|
staticconstexpr |
◆ ghostPadding
| const float DynamicWorld::ghostPadding =50-22.5f |
|
static |
◆ gravity
| constexpr float DynamicWorld::gravity = gravityMS*100.f/(1000.f*1000.f) |
|
staticconstexpr |
◆ gravityMS
| constexpr float DynamicWorld::gravityMS = 9.8f |
|
staticconstexpr |
◆ spellSpeed
| constexpr float DynamicWorld::spellSpeed = 1 |
|
staticconstexpr |
The documentation for this class was generated from the following files: