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Base class for Entity animation controllers. More...
Inherits G3D::ReferenceCountedObject.
Inherited by G3D::Entity::EntityTrack, and G3D::Entity::SplineTrack.
Classes | |
class | VariableTable |
For "with" expressions. More... | |
Public Member Functions | |
virtual CFrame | computeFrame (SimTime time) const =0 |
More... | |
Static Public Member Functions | |
static shared_ptr< Track > | create (Entity *entity, Scene *scene, const Any &a) |
Creates any of the subclasses described/nested within a. More... | |
Static Protected Member Functions | |
static shared_ptr< Track > | create (Entity *entity, Scene *scene, const Any &a, const VariableTable &table) |
template<class T , class ... ArgTypes> | |
static shared_ptr< T > | createShared (ArgTypes &&... args) |
Like std::make_shared, but works for protected constructors. More... | |
Base class for Entity animation controllers.
This is not intended as a general or extensible simulation mechanism. Override Entity::onSimulation for complex animation needs.
Note that Lights and Cameras can be attached to other Entitys that have complex onSimulation without subclassing the Light or Camera if desired.
time | Absolute simulation time |
Implemented in G3D::Entity::EntityTrack, and G3D::Entity::SplineTrack.
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staticprotected |
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static |
Creates any of the subclasses described/nested within a.
Grammar:
ctrl := "Point3(...)" | "CFrame..." | "Matrix3..." | "PhysicsFrameSpline { ... }" | "timeShift( splineTrack or orbitTrack, deltaTime)" | // Use the current position of this entity; creates a depends-on relationship. // optional cframe is equivalent to the common idiom "transform(entity(...), cframe)" "entity(\"entityname\" [, cframe:<CFrame>])" | // use a * b "transform( a:<ctrl>, b:<ctrl> )" | // attach to <ctrl> by a spring; creates a depends-on relationship...reserved for future use "follow( <ctrl>, ? )" | // Rotate to base to look at target's origin "lookAt( base:<ctrl>, target:<ctrl> [, up:<Vector3>] )" | // Strip the rotation from one track and the translation from another "combine(rot:<ctrl>, trans:<ctrl>)" | // Rotate around Y axis, facing forward on the track (use combine or transform to alter, use radius 0 to spin in place) "orbit(radius, period)" | // name to be bound by a WITH expression "<id>" | // Bind the ids to controllers (in the previous variable environment), and then evaluate another one "with({ [<id> = <ctrl>]* }, <ctrl> )"
Example:
VisibleEntity { ... controller = with({ target = entity("mothership"); spline = PhysicsFrameSpline { .... }; }, // Lead the target by looking ahead of it in object space lookAt(spline, transform(target, Matrix4::translation(0, 0, -3)), Vector3::unitY()) ); }
entity | Needed to create dependencies in the scene |
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inlinestaticprotectedinherited |
Like std::make_shared, but works for protected constructors.
Call as createShared<myclass>.