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| | NpcBodyList (DynamicWorld &wrld) |
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| NpcBody * | create (const Tempest::Vec3 &min, const Tempest::Vec3 &max) |
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| void | add (NpcBody *b) |
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| bool | del (void *b) |
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| bool | del (void *b, std::vector< Record > &arr) |
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| bool | delMisordered (NpcBody *b, std::vector< Record > &arr) |
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| void | resize (NpcBody &n, float h, float dx, float dz) |
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| void | onMove (NpcBody &n) |
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| bool | rayTest (NpcBody &npc, const Tempest::Vec3 &s, const Tempest::Vec3 &e, float extR, float &proj) |
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| NpcBody * | rayTest (const Tempest::Vec3 &s, const Tempest::Vec3 &e, float extR, const Npc *except) |
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| bool | hasCollision (const DynamicWorld::NpcItem &obj, Tempest::Vec3 &normal, Npc *&npc) |
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| bool | hasCollision (const NpcBody &n, const std::vector< Record > &arr, Tempest::Vec3 &normal, Npc *&npc, bool sorted) |
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| bool | hasCollision (const NpcBody &a, const NpcBody &b, Tempest::Vec3 &normal) |
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| void | adjustSort () |
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| void | tickAabbs () |
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Definition at line 64 of file dynamicworld.cpp.
◆ NpcBodyList()
| DynamicWorld::NpcBodyList::NpcBodyList |
( |
DynamicWorld & |
wrld | ) |
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inline |
◆ add()
| void DynamicWorld::NpcBodyList::add |
( |
NpcBody * |
b | ) |
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inline |
◆ adjustSort()
| void DynamicWorld::NpcBodyList::adjustSort |
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| ) |
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inline |
◆ create()
| NpcBody * DynamicWorld::NpcBodyList::create |
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const Tempest::Vec3 & |
min, |
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const Tempest::Vec3 & |
max |
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) |
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inline |
◆ del() [1/2]
| bool DynamicWorld::NpcBodyList::del |
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void * |
b | ) |
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inline |
◆ del() [2/2]
| bool DynamicWorld::NpcBodyList::del |
( |
void * |
b, |
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std::vector< Record > & |
arr |
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) |
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inline |
◆ delMisordered()
| bool DynamicWorld::NpcBodyList::delMisordered |
( |
NpcBody * |
b, |
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std::vector< Record > & |
arr |
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) |
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inline |
◆ hasCollision() [1/3]
◆ hasCollision() [2/3]
| bool DynamicWorld::NpcBodyList::hasCollision |
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const NpcBody & |
a, |
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const NpcBody & |
b, |
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Tempest::Vec3 & |
normal |
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) |
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inline |
◆ hasCollision() [3/3]
| bool DynamicWorld::NpcBodyList::hasCollision |
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const NpcBody & |
n, |
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const std::vector< Record > & |
arr, |
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Tempest::Vec3 & |
normal, |
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Npc *& |
npc, |
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bool |
sorted |
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) |
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inline |
◆ onMove()
| void DynamicWorld::NpcBodyList::onMove |
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NpcBody & |
n | ) |
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inline |
◆ rayTest() [1/2]
| NpcBody * DynamicWorld::NpcBodyList::rayTest |
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const Tempest::Vec3 & |
s, |
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const Tempest::Vec3 & |
e, |
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float |
extR, |
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const Npc * |
except |
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) |
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inline |
◆ rayTest() [2/2]
| bool DynamicWorld::NpcBodyList::rayTest |
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NpcBody & |
npc, |
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const Tempest::Vec3 & |
s, |
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const Tempest::Vec3 & |
e, |
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float |
extR, |
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float & |
proj |
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) |
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inline |
◆ resize()
| void DynamicWorld::NpcBodyList::resize |
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NpcBody & |
n, |
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float |
h, |
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float |
dx, |
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float |
dz |
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) |
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inline |
◆ tickAabbs()
| void DynamicWorld::NpcBodyList::tickAabbs |
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| ) |
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inline |
◆ body
| std::vector<Record> DynamicWorld::NpcBodyList::body |
◆ frozen
| std::vector<Record> DynamicWorld::NpcBodyList::frozen |
◆ maxR
| float DynamicWorld::NpcBodyList::maxR =0 |
◆ srt
| bool DynamicWorld::NpcBodyList::srt =false |
◆ tick
| uint64_t DynamicWorld::NpcBodyList::tick =0 |
◆ wrld
The documentation for this struct was generated from the following file: