25 #ifndef __I6ENGINE_API_MOVERCOMPONENT_H__
26 #define __I6ENGINE_API_MOVERCOMPONENT_H__
33 #include "boost/thread/mutex.hpp"
40 typedef std::pair<Vec3, Quaternion>
keyFrame;
71 virtual void Tick()
override;
73 virtual void Init()
override;
75 virtual void Finalize()
override;
92 virtual void start(
Vec3 & startPos) = 0;
102 virtual void reset() = 0;
109 std::pair<AddStrategy, int64_t> howToAdd(
const ComPtr & comp)
const override;
111 void shatter(
const GOPtr & go)
override;
113 std::vector<componentOptions> getComponentOptions()
override;
197 virtual void getNewPosition(
const uint64_t t,
Vec3 & newPos,
Quaternion & newRot) = 0;
bool _moving
current status
uint64_t _startTime
time the moving started
bool _started
whether the Mover should be started on creation or not
Quaternion _lastRot
last rotation value calculated in imaginary path used for RELATIVE positioning
This component let's the Object move through the world automatically on fixed paths Use addKeyFrame()...
Class describing a 3d rotation.
#define ISIXE_MODULES_API
bool _linkable
whether the object on the Mover should be linked and moved with the Mover
A weak pointer observing a sharedPtr.
bool _initial
whether the call to start() will start or continue the movement
boost::shared_ptr< Message > Ptr
std::map< std::string, std::string > attributeMap
Implements 3-dimensional vectors.
std::pair< Vec3, Quaternion > keyFrame
Vec3 _lastPos
last position value calculated in imaginary path used for RELATIVE positioning
std::vector< int64_t > _linked
vector of all linked GameObject IDs
void setPositioning(const Positioning posing)
A shared pointer counting references and adds objects being not referenced any more to an internal li...
Positioning _positioning
type of positioning
Vec3 _realStartPos
real starting position needed for synchronizing
uint64_t _duration
duration for one path
This class is needed on every GameObject with: TRIGGER The shatter() method is called for detected co...
void setDuration(const uint64_t duration)
Represents an object's physical state and synchronizes with the Physics subsystem. For creating a PhysicalStateComponent, these keys are possible: Name Required Type Description Public syncPrio no int priority from which upwards updates should be sent through network yes gravity no Vec3 gravity for this object. Replaces default yes pos yes Vec3 position of the SceneNode yes rot yes Quaternion rotation of the SceneNode yes scale yes Vec3 scale of the SceneNode yes collisionGroup yes int int int ResponseType CrashType CrashMask yes shapeType yes int one of the shapeTypes from ShapeType enum yes shatterInterest yes int one of the shatterInterests from ShatterInterest enum yes compound yes bool should this PSC be used as a compound shape together with other ones of this GameObject yes
utils::weakPtr< PhysicalStateComponent, Component > _psc
PSC of the GameObject.