#include <joint.h>
Inheritance diagram for PropertyJoint::
Public Methods | |
PropertyJoint (void) | |
PropertyJoint (PuppetProperty aP, VECTOR_TYPE vBegin, VECTOR_TYPE vEnd, string &n, VECTOR_TYPE sup, HANDLE_TYPE pH) | |
~PropertyJoint (void) | |
PropertyJoint destructor. More... | |
void | Init (PuppetProperty aP, VECTOR_TYPE vBegin, VECTOR_TYPE vEnd, string &n, VECTOR_TYPE sup) |
uint16 | JointType (void) |
Returns id of PropertyJoint. More... | |
void | Modify (JointPart part, float mVal) |
Assigns new value to abstract joint part. More... | |
void | Modify (JointPart part, string &mVal) |
void | Modify (JointPart part, uint16 mVal) |
void | Modify (JointPart part, VECTOR_TYPE mVal) |
void | SetValue (float newValue) |
Sets the value of the property. More... | |
Protected Attributes | |
PuppetProperty | affectedProperty |
The property the joint affects. More... | |
HANDLE_TYPE | puppetHandle |
Handle of affected object. More... | |
VECTOR_TYPE | value |
Current property value. More... | |
VECTOR_TYPE | valueBeginRange |
One end of the range value can take. | |
VECTOR_TYPE | valueEndRange |
The other end of the range value can take. |
PropertyJoint is the joint used to control a propety of an object within the LithTech system A Node's position and scale, a light's color and radius, a particle system's size...all of these are LithTech properties. The possible properties one can affect are listed in the definition of the enum PuppetProperty.
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PropertyJoint destructor. No memory needs to be explicitly de-allocated, so nothing happens here just yet. |
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Returns id of PropertyJoint.
Reimplemented from Joint. Reimplemented in ParticleJoint. |
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This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
Reimplemented from Joint. |
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This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
Reimplemented from Joint. |
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This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
Reimplemented from Joint. |
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Assigns new value to abstract joint part.
Reimplemented from Joint. |
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Sets the value of the property.
Reimplemented from Joint. Reimplemented in ParticleJoint. |
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The property the joint affects. Enum that determines the game-engine property that this joint affects...the actual effect should be apparant from the property's name. |
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Handle of affected object. Handle to the game-object (myHandle in the puppet) for property-changing codes. |
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Current property value. The current representaiton of the joint value in vector form...a scalar property simply occupies the first slot of the vector. Perhaps generalizing the value (to include strings, or non-vector ranges) would be a valuable future step. |