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); | |
}; | |