#include "engineAbstract.h"
#include <iostream>
#include <string>
Go to the source code of this file.
Namespaces | |
namespace | std |
Compounds | |
class | Joint |
Abstract representaiton of a degree-of-freedom. More... | |
class | NodeJoint |
Concrete class that controls nodes. More... | |
class | ParticleJoint |
Joint type that controls a feature of a particle system. More... | |
class | PropertyJoint |
Joint that controls an in-engine variable. More... | |
Defines | |
#define | JOINT_NUM 0x0001 |
ID code for type Joint. More... | |
#define | NODEJOINT_NUM 0x0002 |
ID code for type NodeJoint. More... | |
#define | PROPERTYJOINT_NUM 0x0004 |
ID code for type PropertyJoint. More... | |
#define | PARTICLEJOINT_NUM 0x0008 |
ID code for type ParticleJoint. More... | |
#define | OUT_OF_BOUNDS -1 |
Returned when array bounds exceeded. More... | |
#define | MASSIVE_POINTER_FAILURE -2 |
Returned when memory is unexpectedly unavailable. More... | |
Typedefs | |
typedef Joint * | JointPtr |
Pointer to Joint. More... | |
Enumerations | |
enum | JointPart { JP_ACTION_CODE = 0, JP_NAME, JP_SUPPLEMENTAL_DATA, JP_VALUE, JP_VALUE_START, JP_VALUE_END, JP_TARGET } |
Abstract parts of a joint that can be manipulated/changed. More... | |
enum | NodeAction { NA_NOTHING = 0, NA_ROTATE, NA_TRANSLATE } |
The operations it is possible to perform on a node. More... | |
enum | PuppetProperty { PP_NOTHING = 50, PP_POSITION, PP_SCALE, PP_LIGHT_R, PP_LIGHT_G, PP_LIGHT_B, PP_LIGHT_RADIUS, PP_PARTICLE_SPAWN_RATE = 100, PP_PARTICLE_GRAVITY, PP_PARTICLE_R, PP_PARTICLE_G, PP_PARTICLE_B, PP_PARTICLE_LIFETIME, PP_PARTICLE_VEL_X, PP_PARTICLE_VEL_Y, PP_PARTICLE_VEL_Z } |
An enumeration of in-engine properties that a joint could effect. More... |
A joint describes a single degree-of-freedom, and connects that axis to a single source (joystick, MIDI slider, controller, etc.). The actual feature controlled can vary from joint to joint, and most (but not all) can be assigned to any flavor of Puppet. This file also contains quite a few enumerations and definitions that codify the various actions and errors that can occur throughout the process of a show.
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ID code for type Joint.
A number that uniquely identifies the abstract joint class. Can be logically compounded with other joint IDs. |
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Returned when memory is unexpectedly unavailable.
This error code indicates an applicaiton-threatening problem with required pointers being NULL or somehow corrupted. Usually a swift termination message and copious debugging information should follow. |
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ID code for type NodeJoint.
A number that uniquely identifies the Node joint class. Can be logically compounded with other joint IDs. |
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Returned when array bounds exceeded.
This error code is only returned when a fixed-size array runs out of space, or the array index is outside the min and max restrictions. |
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ID code for type ParticleJoint.
A number that uniquely identifies the Particle joint class. Can be logially compounded with other joint IDs. |
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ID code for type PropertyJoint.
A number that uniquely identifies the Property joint class. Can be logially compounded with other joint IDs. |
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Pointer to Joint. A pointer to a joint class. |
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Abstract parts of a joint that can be manipulated/changed.
The enum JointPart is required for the Modify command, and classfies which portion of the joint needs to be changed...we need this because the Puppet might not know what parts/variables a given joint has, but needs to transfer modify requests regardless.
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The operations it is possible to perform on a node.
The various transformations/actions that can be assigned to a given joint. The same node/direction combo could have several joints attached to it, as long as there were different actions involved. |
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