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- class Entity extends ObjectTyped
- {
- proto native void DisableSimulation(bool disable);
- //! Returns whether simulation is disabled
- proto native bool GetIsSimulationDisabled();
-
- //! Returns simulation timestamp
- proto native int GetSimulationTimeStamp();
- //! Return animation phase of animation on object.
- proto native float GetAnimationPhase(string animation);
-
- //! Process animation on object. Animation is defined in config file. Wanted animation phase is set to phase.
- proto native void SetAnimationPhase(string animation, float phase);
-
- //! Same as SetAnimationPhase, only ignores any animation and sets the phase immediately
- void SetAnimationPhaseNow(string animation, float phase)
- {
- ResetAnimationPhase(animation, phase);
- SetAnimationPhase(animation, phase);
- }
-
- proto native void ResetAnimationPhase(string animation, float phase);
-
- /**
- \brief callback called from C++ when AnimationPhase has started
- */
- void OnAnimationPhaseStarted(string animSource, float phase);
- //! Returns skeleton's bone index of named proxy selection.
- proto native int GetBoneIndex( string proxySelectionName );
- //! Returns proxy object that corresponds given bone inside skeleton.
- proto native Object GetBoneObject( int boneIndex );
-
- //! Turns on/off invisibility
- proto native void SetInvisible(bool invisible);
-
- //! event
- void OnInvisibleSet(bool invisible);
- /**
- \brief On server, entity's transformation is directly changed to targetTransform, on client entity's transformation is interpolated to targetTransform in time deltaT
- @param targetTransform
- @param deltaT, interpolation time between current transformation and target transformation
- \note it's not recommended to call this on client as it can break interpolation process if called on server previously
- */
- proto void MoveInTime(vector targetTransform[4], float deltaT);
-
- /**
- \brief callback called when entity is moved to world and creating its physics representation
- */
- void OnCreatePhysics();
-
- /**
- \brief Client event on transformation update from network
- @param pos, world space position
- @param ypr, world space orientation in radians in form of Yaw/Pitch/Roll
- @return true if visual cut (won't do any interpolation) should be done after calling this callback
- */
- bool OnNetworkTransformUpdate(out vector pos, out vector ypr);
- };
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