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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.
|
staticprotected |
|
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 |
|
inlinestaticprotectedinherited |
Like std::make_shared, but works for protected constructors.
Call as createShared<myclass>.
1.8.15