CrystalSpace

Public API Reference

CS::Collisions::iCollisionActor Struct Reference

A iCollisionActor is a kinematic collision object. More...

#include <ivaria/collisions.h>

Inheritance diagram for CS::Collisions::iCollisionActor:

List of all members.

Public Member Functions

virtual float GetMaxSlope () const =0
 Get the max slope.
virtual bool IsOnGround ()=0
 Check if we are on the ground.
virtual void Jump ()=0
 Let the actor jump.
virtual void PlayerStep (float delta)=0
 This is used by UpdateAction() but you can also call it manually.
virtual void PreStep ()=0
 This is used by UpdateAction() but you can also call it manually.
virtual void Rotate (const csVector3 &v, float angle)=0
 Rotate the collision actor.
virtual void SetCamera (iCamera *camera)=0
 Set the onground status.
virtual void SetFallSpeed (float fallSpeed)=0
 Set the falling speed.
virtual void SetJumpSpeed (float jumpSpeed)=0
 Set the jumping speed.
virtual void SetMaxJumpHeight (float maxJumpHeight)=0
 Set the max jump height an actor can have.
virtual void SetMaxSlope (float slopeRadians)=0
 The max slope determines the maximum angle that the actor can walk up.
virtual void SetRotation (const csMatrix3 &rot)=0
 Set current rotation in angles around every axis and set to actor.
virtual void SetVelocity (float speed)=0
 Set the walking velocity of the actor.
virtual void StepHeight (float stepHeight)=0
 Set the step up height an actor can have.
virtual void UpdateAction (float delta)=0
 Move the actor.

Detailed Description

A iCollisionActor is a kinematic collision object.

It has a faster collision detection and response. You can use it to create a player or character model with gravity handling.

Main creators of instances implementing this interface:

Main ways to get pointers to this interface:

Main users of this interface:

Definition at line 528 of file collisions.h.


Member Function Documentation

virtual float CS::Collisions::iCollisionActor::GetMaxSlope (  )  const [pure virtual]

Get the max slope.

virtual bool CS::Collisions::iCollisionActor::IsOnGround (  )  [pure virtual]

Check if we are on the ground.

virtual void CS::Collisions::iCollisionActor::Jump (  )  [pure virtual]

Let the actor jump.

virtual void CS::Collisions::iCollisionActor::PlayerStep ( float  delta  )  [pure virtual]

This is used by UpdateAction() but you can also call it manually.

Move the actor to proper target position.

virtual void CS::Collisions::iCollisionActor::PreStep (  )  [pure virtual]

This is used by UpdateAction() but you can also call it manually.

It will adjust the new position to match with collision detection.

virtual void CS::Collisions::iCollisionActor::Rotate ( const csVector3 v,
float  angle 
) [pure virtual]

Rotate the collision actor.

virtual void CS::Collisions::iCollisionActor::SetCamera ( iCamera camera  )  [pure virtual]

Set the onground status.

Attach a camera to the collision actor.

virtual void CS::Collisions::iCollisionActor::SetFallSpeed ( float  fallSpeed  )  [pure virtual]

Set the falling speed.

virtual void CS::Collisions::iCollisionActor::SetJumpSpeed ( float  jumpSpeed  )  [pure virtual]

Set the jumping speed.

virtual void CS::Collisions::iCollisionActor::SetMaxJumpHeight ( float  maxJumpHeight  )  [pure virtual]

Set the max jump height an actor can have.

virtual void CS::Collisions::iCollisionActor::SetMaxSlope ( float  slopeRadians  )  [pure virtual]

The max slope determines the maximum angle that the actor can walk up.

The slope angle is measured in radians.

virtual void CS::Collisions::iCollisionActor::SetRotation ( const csMatrix3 rot  )  [pure virtual]

Set current rotation in angles around every axis and set to actor.

If a camera is used, set it to camera too.

virtual void CS::Collisions::iCollisionActor::SetVelocity ( float  speed  )  [pure virtual]

Set the walking velocity of the actor.

virtual void CS::Collisions::iCollisionActor::StepHeight ( float  stepHeight  )  [pure virtual]

Set the step up height an actor can have.

virtual void CS::Collisions::iCollisionActor::UpdateAction ( float  delta  )  [pure virtual]

Move the actor.


The documentation for this struct was generated from the following file:

Generated for Crystal Space 2.1 by doxygen 1.6.1