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UpdateContext Struct Reference
[Scene Mangement]
Inherits Service.
Inherited by UCImpl.
List of all members.
Detailed Description
Provides a context for the update pass of the entity tree. Use the context like this:
uc = Scene.UpdateContext()
function MyApp:onTimeEvent(event)
uc:prepare(event.elapsed)
rootEntity:update(uc)
uc:finish()
end
Member Function Documentation
| virtual void UpdateContext::finish |
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[pure virtual] |
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| virtual const Matrix44& UpdateContext::getWorldMatrix |
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const [pure virtual] |
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Get the current local->world space matrix. |
| virtual void UpdateContext::popState |
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[pure virtual] |
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After processing all of it's attributes, each entity will pop the context state before returning. This method will be called automatically by Entity::update() as appropriate. |
| virtual void UpdateContext::prepare |
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Float |
elapsedTime |
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[pure virtual] |
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Prepare the context for a new update pass. -
Parameters:
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| elapsedTime |
the elapsed time since the last update, measured in seconds. |
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| virtual void UpdateContext::pushState |
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[pure virtual] |
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As the entity tree is traversed, each entity will push the context state before processing it's attributes. This method will be called automatically by Entity::update() as appropriate. |
| virtual void UpdateContext::setPhysicsRate |
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Float |
rate |
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[pure virtual] |
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In order to maintain stability and predictability, the physics system is run at a fixed rate, usually higher than the frame rate. This method sets the physics rate. The default is 0.01 (100Hz). -
Parameters:
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| rate |
The time between physics updates, measured in seconds. |
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| virtual void UpdateContext::setPose |
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Pose * |
pose |
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[pure virtual] |
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Makes the specified pose "active". The world matrix of the Pose is cached and becomes accessible via getWorldMatrix(). The context will store a reference to the world matrix and make sure it gets applied to the appropriate parts of the entity tree. |
The documentation for this struct was generated from the following file:
Flat Four Engine
Copyright (C) 2001 by 379, Inc.
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