In file apps/walktest/bot.h:

class Bot : public csSprite3D

A bot which moves randomly through the dungeon

Inheritance:


Public Fields

csDynLight* light
Optional dynamic light.
Bot* next

Public Methods

Bot(csSpriteTemplate* tmpl)
void move(long elapsed_time)
void set_bot_move(const csVector3& v)
void set_bot_sector(csSector* s)
virtual ~Bot()

Private Fields

csVector3 d
Current movement vector (unit vector).
csSector* f_sector
Corresponding sector.
csVector3 follow
Position that is followed.

Inherited from csSprite3D:

Public Fields

static float cfg_lod_detail
csObjVector sectors

Public Methods

void AddBoundingBox(csBspContainer* container)
void AddDynamicLight(csLightHitsSprite *lp)
void AddVertexColor(int i, const csColor& col)
void DeferUpdateLighting(int flags, int num_lights)
void Draw(csRenderView& rview)
void FixVertexColors()
void GenerateSpriteLOD(int num_vts)
csSpriteAction* GetCurAction()
int GetCurFrame()
csSpriteCallback* GetDrawCallback()
csLightHitsSprite* GetDynamicLights()
int GetNumFrames()
csVector3* GetObjectVerts(csFrame* fr)
csSkeletonState* GetSkeletonState()
csSpriteTemplate* GetTemplate()
inline csMatrix3 GetW2T()
inline csVector3 GetW2TTranslation()
void InitSprite()
bool IsVisible()
void MarkInvisible()
void MarkVisible()
void Move(float dx, float dy, float dz)
void Move(csVector3& v)
bool MoveTo(const csVector3& v)
bool MoveTo(float x, float y, float z)
void MoveToSector(csSector* s)
bool NextFrame(long current_time, bool onestep = false, bool stoptoend = false)
void RemoveFromSectors()
void ResetVertexColors()
void SetAction(const char * name)
void SetDrawCallback(csSpriteCallback* callback)
void SetFrame(int f)
void SetMixmode(UInt m)
void SetMove(const csVector3& v)
void SetMove(float x, float y, float z)
void SetTemplate(csSpriteTemplate* tmpl)
void SetTexture(char * name, csTextureList* textures)
void SetTransform(const csMatrix3& matrix)
void SetVertexColor(int i, const csColor& col)
void Transform(csMatrix3& matrix)
void UnlinkDynamicLight(csLightHitsSprite* lp)
void UnsetTexture()
void UpdateLighting(csLight** lights, int num_lights)

Private Fields

csTextureHandle* cstxt
csSpriteAction* cur_action
int cur_frame
int defered_lighting_flags
int defered_num_lights
csSpriteCallback* draw_callback
csLightHitsSprite* dynamiclights
bool force_otherskin
bool is_visible
int last_time
static csLight** light_worktable
csMatrix3 m_obj2world
csMatrix3 m_world2obj
static csTriangleMesh mesh
static csVector2* persp
csSkeletonState* skeleton_state
csSpriteTemplate* tpl
static csVector3* tr_verts
static csVector2* uv_verts
csVector3 v_obj2world
csColor* vertex_colors
static bool* visible
static float* z_verts

Private Methods

void UpdateDeferedLighting()
static void UpdateWorkTables(int max_size)

Inherited from csObject:

Public Methods

CS_ID GetID()
csObject* GetObj(const csIdType& objtype)
virtual csObject* GetObjectParent()
void ObjAdd(csObject* obj)
csObjIterator ObjGet(const csIdType& objtype)
void ObjRelease(csObject* obj)
void ObjRemove(csObject* obj)

Private Fields

CS_ID csid_value
csObjTree* objtree

Private Methods

virtual void SetObjectParent(csObject* parent)

Inherited from csBase:


Documentation

A bot which moves randomly through the dungeon
csVector3 d
Current movement vector (unit vector).

csVector3 follow
Position that is followed.

csSector* f_sector
Corresponding sector.

Bot* next

csDynLight* light
Optional dynamic light.

Bot(csSpriteTemplate* tmpl)

virtual ~Bot()

void move(long elapsed_time)

void set_bot_move(const csVector3& v)

void set_bot_sector(csSector* s)


This class has no child classes.

alphabetic index hierarchy of classes


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