| class Entity extends ObjectTyped | |
| { | |
| proto native void DisableSimulation(bool disable); | |
| //! Returns whether simulation is disabled | |
| proto native bool GetIsSimulationDisabled(); | |
| //! Returns simulation timestamp | |
| proto native int GetSimulationTimeStamp(); | |
| //! Return animation phase of animation on object. | |
| proto native float GetAnimationPhase(string animation); | |
| //! Process animation on object. Animation is defined in config file. Wanted animation phase is set to phase. | |
| proto native void SetAnimationPhase(string animation, float phase); | |
| //! Same as SetAnimationPhase, only ignores any animation and sets the phase immediately | |
| void SetAnimationPhaseNow(string animation, float phase) | |
| { | |
| ResetAnimationPhase(animation, phase); | |
| SetAnimationPhase(animation, phase); | |
| } | |
| proto native void ResetAnimationPhase(string animation, float phase); | |
| /** | |
| \brief callback called from C++ when AnimationPhase has started | |
| */ | |
| void OnAnimationPhaseStarted(string animSource, float phase); | |
| //! Returns skeleton's bone index of named proxy selection. | |
| proto native int GetBoneIndex( string proxySelectionName ); | |
| //! Returns proxy object that corresponds given bone inside skeleton. | |
| proto native Object GetBoneObject( int boneIndex ); | |
| //! Turns on/off invisibility | |
| proto native void SetInvisible(bool invisible); | |
| //! event | |
| void OnInvisibleSet(bool invisible); | |
| /** | |
| \brief On server, entity's transformation is directly changed to targetTransform, on client entity's transformation is interpolated to targetTransform in time deltaT | |
| @param targetTransform | |
| @param deltaT, interpolation time between current transformation and target transformation | |
| \note it's not recommended to call this on client as it can break interpolation process if called on server previously | |
| */ | |
| proto void MoveInTime(vector targetTransform[4], float deltaT); | |
| /** | |
| \brief callback called when entity is moved to world and creating its physics representation | |
| */ | |
| void OnCreatePhysics(); | |
| /** | |
| \brief Client event on transformation update from network | |
| @param pos, world space position | |
| @param ypr, world space orientation in radians in form of Yaw/Pitch/Roll | |
| @return true if visual cut (won't do any interpolation) should be done after calling this callback | |
| */ | |
| bool OnNetworkTransformUpdate(out vector pos, out vector ypr); | |
| }; | |