Drag[en]gine Script Module DragonScript 1.32.1
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Dragengine.Scenery.BaseVRActorClass Class Reference

VR Actor element class. More...

Inheritance diagram for Dragengine.Scenery.BaseVRActorClass:
Dragengine.Scenery.BaseActorClass Dragengine.Scenery.BehaviorElementClass Dragengine.Scenery.ElementClass Dragengine.ResourceListener

Public Member Functions

ECBehaviorVRBody getVRBody ()
 VR Body.
 
ECBehaviorVRHMD getVRHMD ()
 VR HMD.
 
ECBehaviorVRHand getVRLeftHand ()
 VR Left Hand Controller.
 
ECBehaviorVRHandAction getVRLeftHandAction ()
 VR Left Hand Action.
 
ECBehaviorActorAnimated getVRLeftHandAnimated ()
 VR Left Hand Animated.
 
ECBehaviorAttachSlot getVRLeftHandAttachSlot ()
 VR Left Hand Controller Attach Slot.
 
ECBehaviorGrabber getVRLeftHandGrabber ()
 VR Left Hand Controller Grabber.
 
ECBehaviorVRHandLaserPointer getVRLeftHandLaserPointer ()
 VR Left Hand Controller Laser Pointer.
 
ECBehaviorVRHandLocomotion getVRLeftHandLocomotion ()
 VR Left Hand Locomotion.
 
ECBehaviorVRHandPointAt getVRLeftHandPointAt ()
 VR Left Hand Controller Point-At.
 
ECBehaviorVRHandPose getVRLeftHandPose ()
 VR Left Hand Pose.
 
ECBehaviorStateMachine getVRLeftStateMachine ()
 VR Left Hand State machine.
 
ECBehaviorVRPlayspace getVRPlayspace ()
 VR Playspace behavior.
 
ECBehaviorVRHand getVRRightHand ()
 VR Right Hand Controller.
 
ECBehaviorVRHandAction getVRRightHandAction ()
 VR Right Hand Action.
 
ECBehaviorActorAnimated getVRRightHandAnimated ()
 VR Right Hand Animated.
 
ECBehaviorAttachSlot getVRRightHandAttachSlot ()
 VR Right Hand Controller Attach Slot.
 
ECBehaviorGrabber getVRRightHandGrabber ()
 VR Right Hand Controller Grabber.
 
ECBehaviorVRHandLaserPointer getVRRightHandLaserPointer ()
 VR Right Hand Controller Laser Pointer.
 
ECBehaviorVRHandLocomotion getVRRightHandLocomotion ()
 VR Right Hand Locomotion.
 
ECBehaviorVRHandPointAt getVRRightHandPointAt ()
 VR Right Hand Controller Point-At.
 
ECBehaviorVRHandPose getVRRightHandPose ()
 VR Right Hand Pose.
 
ECBehaviorStateMachine getVRRightStateMachine ()
 VR Right Hand State machine.
 
BaseVRActorClass new ()
 Create element class using loaders from BaseGameApp.
 
BaseVRActorClass new (Loaders loaders, ECBehaviorPlayerControllable.Tracker tracker)
 Create element class.
 
BaseVRActorClass new (String className)
 Create element class using loaders from BaseGameApp.
 
BaseVRActorClass new (String className, Loaders loaders, ECBehaviorPlayerControllable.Tracker tracker)
 Create element class.
 
void setBodyMode ()
 Switch to body mode.
 
void setDynamicCollision ()
 Set up collider as dynamic collider.
 
void setGhostCollision ()
 Set up collider as ghost collider.
 
void setHandMode ()
 Switch to hand model mode.
 
void setKinematicCollision ()
 Set up collider as kinematic collider.
 
- Public Member Functions inherited from Dragengine.Scenery.BaseActorClass
void addBehaviorFactories ()
 Add behavior factories supported by this element class.
 
ElementClass duplicateNamed (String classname)
 Create copy of element class.
 
ECBehaviorActorAnimated getActorAnimated ()
 Actor animated behavior.
 
ECBehaviorActorMover getActorMover ()
 Actor mover behavior.
 
ECBehaviorActorAIAction getAIAction ()
 AI-Action behavior.
 
ECBehaviorAlignActor getAlignActor ()
 Align actor behavior.
 
ECBehaviorAvoidCollision getAvoidCollision ()
 Avoid collision behavior.
 
ECBehaviorAvoidedByActor getAvoidedByActor ()
 Avoided by actor behavior.
 
ECBehaviorBehaviorTree getBehaviorTree ()
 Behavior tree.
 
ECBehaviorCollider getCollider ()
 Collider behavior.
 
ECBehaviorColliderAI getColliderAI ()
 Collider AI behavior.
 
ECBehaviorComponent getComponent ()
 Component behavior.
 
ECBehaviorConversationActor getConversationActor ()
 Conversation actor behavior.
 
ECBCTRRBindings getCTRRBindings ()
 Binding tag resolver for conversation actor behavior.
 
CollisionFilter getDynamicCollisionFilter ()
 Dynamic collider collision filter for (not AI collider).
 
ECBehaviorFootSteps getFootSteps ()
 Foot steps behavior.
 
ECBehaviorInteractionElement getInteractionElement ()
 Interact element.
 
CollisionFilter getKinematicCollisionFilter ()
 Kinematic collider collision filter for (not AI collider).
 
ECBehaviorLocomotion getLocomotion ()
 Locomotion behavior.
 
ECBehaviorNavigator getNavigator ()
 Navigator behavior.
 
ECBehaviorParameterTable getParameterTable ()
 Parameter table behavior.
 
ECBehaviorPlayerControllable getPlayerControllable ()
 Player controllable behavior.
 
ECBehaviorPlayerInputCrouch getPlayerInputCrouch ()
 Player input crouching behavior.
 
ECBehaviorPlayerInputLook getPlayerInputLook ()
 Player input looking around behavior.
 
ECBehaviorPlayerInputMove getPlayerInputMove ()
 Player input moving behavior.
 
ECBehaviorPlayerInputTurn getPlayerInputTurn ()
 Player input turning behavior.
 
ECBehaviorProjectToGround getProjectToGround ()
 Project to ground behavior.
 
ECBehaviorRideOn getRideOn ()
 Ride on behavior.
 
ECBehaviorStateMachine getStateMachine ()
 State machine.
 
- Public Member Functions inherited from Dragengine.Scenery.BehaviorElementClass
void addAttachableBehaviorFactories ()
 Add attachable behavior factories supported by this element class.
 
void addAttachableBehaviorFactories (AttachableBehaviorFactoryList factories)
 Add attachable behavior factories replacing duplicates if present.
 
void addAttachableBehaviorFactory (AttachableBehaviorFactory factory)
 Add attachable behavior factory replacing duplicate if present.
 
void addBehavior (ECBehavior behavior)
 Add behavior.
 
void addBehaviorFactories (BehaviorFactoryList factories)
 Add behavior factories replacing duplicates if present.
 
void addDefaultAttachableBehaviorFactories ()
 Add all attachable behavior factories present in the DragonScript module.
 
void addDefaultBehaviorFactories ()
 Add all behavior factories present in the DragonScript module.
 
void addXmlBehaviorInfo (BehaviorFactory factory, String id, Dictionary parameters)
 Add XML behavior information required for XML-XML subclassing.
 
Array collectBehaviors (Block ablock)
 Collect behaviors with block into Array.
 
void createAndAddElement (StubElement stub, GameWorld gameWorld)
 Create element from given stub and add it to game world.
 
void dispose ()
 Dispose of element class.
 
ECBehavior findBehavior (Block ablock)
 Find behavior with block.
 
void forEachAttachableBehaviorFactory (Block ablock)
 Visit attachable behavior factories.
 
void forEachBehavior (Block ablock)
 Visit behaviors with block.
 
void forEachBehaviorDirect (Block ablock)
 Visit behaviors with block.
 
void forEachBehaviorFactory (Block ablock)
 Visit behavior factories.
 
void forEachPrepareStubBehavior (Block ablock)
 Visit prepare stub behaviors with block. version 1.23.
 
void forEachPreventCreationBehavior (Block ablock)
 Visit prevent creation behaviors with block. version 1.23.
 
void forEachXmlBehaviorInfo (Block ablock)
 Visit XML behavior info with block with argument XmlBehaviorInfo.
 
AttachableBehaviorFactory getAttachableBehaviorFactoryWithId (String id)
 Attachable behavior factory with identifier or null if absent.
 
ECBehavior getBehaviorAt (int index)
 Behavior at index.
 
BehaviorFactory getBehaviorFactoryWithId (String id)
 Behavior factory with identifier or null if absent.
 
ECBehavior getBehaviorWithId (String id)
 Behavior with matching BehaviorCompatiblePersistency::getBehaviorID() or null.
 
BehaviorElementClass new (Loaders loaders)
 Create element class.
 
BehaviorElementClass new (String className, Loaders loaders)
 Create element class.
 
void prepareStubs (StubElement stub, GameWorld gameWorld, bool loading)
 Call prepareStub on all prepare stub behaviors.
 
bool preventCreation (StubElement stub, GameWorld gameWorld)
 Call prepareStub on all prepare stub behaviors.
 
void removeAllAttachableBehaviorFactories ()
 Remove all attachable behavior factories.
 
void removeAllBehaviorFactories ()
 Remove all behavior factories.
 
- Public Member Functions inherited from Dragengine.Scenery.ElementClass
void addProperty (ElementClassProperty property)
 Add property.
 
void copyPropertyValues (ElementClass eclass)
 Copy values of properties from another class to properties of this class.
 
Element createElement (StubElement stub)
 Create element instance from stub.
 
bool equals (Object obj)
 Element class is equal to another object.
 
void failedLoading (String path, ResourceLoaderType resourceType)
 Resource failed loading.
 
void finishedLoading (String path, ResourceLoaderType resourceType, Object resource)
 Resource finished loading successfully.
 
void forEachProperty (Block ablock)
 Visit properties with block with parameter ElementClass.
 
String getBasePath ()
 Base path for relative loading of resource properties.
 
CodecPropertyString getCodecPropertyString ()
 Property codec helper.
 
bool getIsXmlElementClass ()
 Element class is an XML element class.
 
bool getPersistable ()
 Element class is persistable to file writers.
 
int getPropertyCount ()
 Number of properties.
 
ElementClassProperty getPropertyNamed (String name)
 Named property or null if absent.
 
Array getPropertyNames ()
 List of property names as array of strings.
 
TSTriggerExpressionParser getTriggerExpressionParser ()
 Trigger expression parser.
 
int hashCode ()
 Hash code.
 
bool hasPropertyNamed (String name)
 Named property is present.
 
Object injectProperty (Object injectValue, Block ablock)
 Process value visiting properties.
 
void loadAndAddElement (PersistencyEnvironment env, StubElement stub, FileReader reader, GameWorld gameWorld)
 Load element from file reader and add it to game world.
 
Element loadElement (PersistencyEnvironment env, StubElement stub, FileReader reader)
 Load element from file reader.
 
void removeAllProperties ()
 Remove all properties.
 
void removeProperty (ElementClassProperty property)
 Remove property.
 
void setBasePath (String path)
 Set base path for relative loading of resource properties.
 
void setIsXmlElementClass (bool isXmlElementClass)
 Set if element class is an XML element class.
 
void setPersistable (bool persistable)
 Set element class is persistable to file writers.
 
void setPropertyValue (String name, Object value)
 Set value of named property.
 
Notification

Public Attributes

ECBehaviorVRBody pVRBody
 
ECBehaviorVRHMD pVRHMD
 
ECBehaviorVRHand pVRLeftHand
 
ECBehaviorVRHandAction pVRLeftHandAction
 
ECBehaviorActorAnimated pVRLeftHandAnimated
 
ECBehaviorAttachSlot pVRLeftHandAttachSlot
 
ECBehaviorGrabber pVRLeftHandGrabber
 
ECBehaviorVRHandLaserPointer pVRLeftHandLaserPointer
 
ECBehaviorVRHandLocomotion pVRLeftHandLocomotion
 
ECBehaviorVRHandPointAt pVRLeftHandPointAt
 
ECBehaviorVRHandPose pVRLeftHandPose
 
ECBehaviorStateMachine pVRLeftStateMachine
 
ECBehaviorVRPlayspace pVRPlayspace
 
ECBehaviorVRHand pVRRightHand
 
ECBehaviorVRHandAction pVRRightHandAction
 
ECBehaviorActorAnimated pVRRightHandAnimated
 
ECBehaviorAttachSlot pVRRightHandAttachSlot
 
ECBehaviorGrabber pVRRightHandGrabber
 
ECBehaviorVRHandLaserPointer pVRRightHandLaserPointer
 
ECBehaviorVRHandLocomotion pVRRightHandLocomotion
 
ECBehaviorVRHandPointAt pVRRightHandPointAt
 
ECBehaviorVRHandPose pVRRightHandPose
 
ECBehaviorStateMachine pVRRightStateMachine
 
- Public Attributes inherited from Dragengine.Scenery.BaseActorClass
ECBehaviorActorAnimated pActorAnimated
 
ECBehaviorActorMover pActorMover
 
ECBehaviorActorAIAction pAIAction
 
ECBehaviorAlignActor pAlignActor
 
ECBehaviorAvoidCollision pAvoidCollision
 
ECBehaviorAvoidedByActor pAvoidedByActor
 
ECBehaviorBehaviorTree pBehaviorTree
 
ECBehaviorCollider pCollider
 
ECBehaviorColliderAI pColliderAI
 
ECBehaviorComponent pComponent
 
ECBehaviorConversationActor pConversationActor
 
ECBCTRRBindings pCTRRBindings
 
ECBehaviorFootSteps pFootSteps
 
ECBehaviorInteractionElement pInteractionElement
 
ECBehaviorLocomotion pLocomotion
 
ECBehaviorNavigator pNavigator
 
ECBehaviorParameterTable pParameterTable
 
ECBehaviorPlayerControllable pPlayerControllable
 
ECBehaviorPlayerInputCrouch pPlayerInputCrouch
 
ECBehaviorPlayerInputLook pPlayerInputLook
 
ECBehaviorPlayerInputMove pPlayerInputMove
 
ECBehaviorPlayerInputTurn pPlayerInputTurn
 
ECBehaviorProjectToGround pProjectToGround
 
ECBehaviorRideOn pRideOn
 
ECBehaviorStateMachine pStateMachine
 
- Public Attributes inherited from Dragengine.Scenery.BehaviorElementClass
Dictionary pBehaviorFactories
 
Dictionary pBehaviorIdMap
 
Array pBehaviors
 
Array pXmlBehaviorsInfo
 

Static Public Attributes

static final String idNonVRLeftHand = "vrHandLeft"
 Behavior ID used for non-VR based behaviors for left hand controller behaviors.
 
static final String idNonVRRightHand = "vrHandRight"
 Behavior ID used for non-VR based behaviors for right hand controller behaviors.
 
static final String idOtherHand = "#otherHand"
 Alias Behavior ID used for other hand.
 
static final String idThisHand = "#thisHand"
 Alias Behavior ID used for this hand.
 
static final String idVRLeftHand = "left"
 Behavior ID used for left hand controller behaviors.
 
static final String idVRRightHand = "right"
 Behavior ID used for right hand controller behaviors.
 
- Static Public Attributes inherited from Dragengine.Scenery.BehaviorElementClass
static BehaviorFactoryHelper sharedFactoryHelper = BehaviorFactoryHelper.new()
 

Protected Member Functions

Element createElement ()
 Create element instance.
 

Additional Inherited Members

- Static Public Member Functions inherited from Dragengine.Scenery.ElementClass
static CodecPropertyString getSharedCodecPropertyString ()
 Shared property codec helper.
 
static TSTriggerExpressionParser getSharedTriggerExpressionParser ()
 Shared trigger expression parser.
 
static void setSharedCodecPropertyString (CodecPropertyString codec)
 Set shared property codec helper.
 
static void setSharedTriggerExpressionParser (TSTriggerExpressionParser parser)
 Set shared trigger expression parser.
 

Detailed Description

VR Actor element class.

Version
1.6

Extends BaseActorClass with VR behaviors.

Behavior XML Element Class.

This class can be recreated using GenericBehaviorElementClass and this *.deeclass file:

<?xml version='1.0' encoding='UTF-8'?>
<elementClass name='MyClass' class='GenericBehaviorElement'>
<behavior type='ECBehaviorBehaviorTree'/>
<behavior type='ECBehaviorStateMachine'>
<string name='.path'>/shareddata/stateMachines/actorAction/firstPersonVR.desm</string>
</behavior>
<behavior type='ECBehaviorInteractionElement'/>
<behavior type='ECBehaviorComponent'>
<!-- actors are best not affecting sound nor showing up in env maps since they
are dynamic. still doing so is usually expensive for modules to perform -->
<boolean name='.renderEnvMap'>false</boolean>
<boolean name='.affectsAudio'>false</boolean>
<string name='.hintMovement'>dynamic</string>
</behavior>
<behavior type='ECBehaviorCollider'/>
<behavior type='ECBehaviorColliderAI'/>
<behavior type='ECBehaviorParameterTable'/>
<behavior type='ECBehaviorProjectToGround'/>
<behavior type='ECBehaviorLocomotion'/>
<behavior type='ECBehaviorActorAnimated'/>
<behavior type='ECBehaviorConversationActor'/>
<behavior type='ECBCTRRBindings'/>
<behavior type='ECBehaviorNavigator'/>
<behavior type='ECBehaviorFootSteps'/>
<behavior type='ECBehaviorRideOn'/>
<behavior type='ECBehaviorActorMover'/>
<behavior type='ECBehaviorAlignActor'/>
<behavior type='ECBehaviorAvoidedByActor'/>
<behavior type='ECBehaviorAvoidCollision'/>
<behavior type='ECBehaviorPlayerInputLook'>
<float name='.speedLookHorizontal'>90</float>
</behavior>
<behavior type='ECBehaviorPlayerInputTurn'/>
<behavior type='ECBehaviorPlayerInputCrouch'/>
<behavior type='ECBehaviorPlayerInputMove'/>
<behavior type='ECBehaviorPlayerControllable'/>
<behavior type='ECBehaviorActorAIAction'>
<string name='.action'>BAAStateMachine</string>
</behavior>
<!--
The alias mappings are required to make actions/conditions visible to VR Hand
specific state machines as "#thisHand" and "#otherHand" identifier in addition to their
real identifiers. See "data/stateMachines/actorAction/vrhand.desm" for information
-->
<behavior type='ECBehaviorStateMachine' id='vrHandRight'>
<string name='.path'>/shareddata/stateMachines/actorAction/vrhand.desm</string>
</behavior>
<behavior type='ECBehaviorStateMachine' id='vrHandLeft'>
<string name='.path'>/shareddata/stateMachines/actorAction/vrhand.desm</string>
</behavior>
<behavior type='ECBehaviorVRPlayspace'/>
<behavior type='ECBehaviorVRHMD'/>
<behavior type='ECBehaviorVRBody'/>
<behavior type='ECBehaviorVRHand' id='right'>
<map name='.btsmAlias'>
<string key='vrHandRight'>vrHand(#thisHand).</string>
<string key='vrHandLeft'>vrHand(#otherHand).</string>
</map>
</behavior>
<behavior type='ECBehaviorVRHand' id='left'>
<map name='.btsmAlias'>
<string key='vrHandLeft'>vrHand(#thisHand).</string>
<string key='vrHandRight'>vrHand(#otherHand).</string>
</map>
</behavior>
<behavior type='ECBehaviorVRHandPointAt' id='right'>
<vector name='.origin' x='0' y='0.07' z='0.07'/>
<map name='.btsmAlias'>
<string key='vrHandRight'>vrHandPointAt(#thisHand).</string>
<string key='vrHandLeft'>vrHandPointAt(#otherHand).</string>
</map>
</behavior>
<behavior type='ECBehaviorVRHandPointAt' id='left'>
<vector name='.origin' x='0' y='0.07' z='0.07'/>
<map name='.btsmAlias'>
<string key='vrHandLeft'>vrHandPointAt(#thisHand).</string>
<string key='vrHandRight'>vrHandPointAt(#otherHand).</string>
</map>
</behavior>
<behavior type='ECBehaviorVRHandLaserPointer' id='right'>
<map name='.btsmAlias'>
<string key='vrHandRight'>vrHandLaserPointer(#thisHand).</string>
<string key='vrHandLeft'>vrHandLaserPointer(#otherHand).</string>
</map>
</behavior>
<behavior type='ECBehaviorVRHandLaserPointer' id='left'>
<map name='.btsmAlias'>
<string key='vrHandLeft'>vrHandLaserPointer(#thisHand).</string>
<string key='vrHandRight'>vrHandLaserPointer(#otherHand).</string>
</map>
</behavior>
<behavior type='ECBehaviorGrabber' id='vrHandRight'>
<string name='.shape'>sphere:radius,0.05</string>
<vector name='.position' x='-0.02' y='-0.058' z='-0.076'/>
<map name='.btsmAlias'>
<string key='vrHandRight'>grabber(#thisHand).</string>
<string key='vrHandLeft'>grabber(#otherHand).</string>
</map>
</behavior>
<behavior type='ECBehaviorGrabber' id='vrHandLeft'>
<string name='.shape'>sphere:radius,0.05</string>
<vector name='.position' x='-0.02' y='-0.058' z='-0.076'/>
<map name='.btsmAlias'>
<string key='vrHandLeft'>grabber(#thisHand).</string>
<string key='vrHandRight'>grabber(#otherHand).</string>
</map>
</behavior>
<behavior type='ECBehaviorAttachSlot' id='vrHandRight'>
<vector name='.position' x='0' y='-0.058' z='-0.078'/>
<map name='.btsmAlias'>
<string key='vrHandRight'>attachSlot(#thisHand).</string>
<string key='vrHandLeft'>attachSlot(#otherHand).</string>
</map>
</behavior>
<behavior type='ECBehaviorAttachSlot' id='vrHandLeft'>
<vector name='.position' x='0' y='-0.058' z='-0.078'/>
<map name='.btsmAlias'>
<string key='vrHandLeft'>attachSlot(#thisHand).</string>
<string key='vrHandRight'>attachSlot(#otherHand).</string>
</map>
</behavior>
<behavior type='ECBehaviorVRHandPose' id='vrHandRight'>
<map name='.btsmAlias'>
<string key='vrHandRight'>vrHandPose(#thisHand).</string>
<string key='vrHandLeft'>vrHandPose(#otherHand).</string>
</map>
</behavior>
<behavior type='ECBehaviorVRHandPose' id='vrHandLeft'>
<map name='.btsmAlias'>
<string key='vrHandLeft'>vrHandPose(#thisHand).</string>
<string key='vrHandRight'>vrHandPose(#otherHand).</string>
</map>
</behavior>
<behavior type='ECBehaviorActorAnimated' id='vrHandRight'>
<map name='controllerMapping'>
<string key='idle'>elapsedTime</string>
<string key='interaction'>elapsedTime</string>
</map>
<map name='.btsmAlias'>
<string key='vrHandRight'>vrHandPose(#thisHand).</string>
<string key='vrHandLeft'>vrHandPose(#otherHand).</string>
</map>
</behavior>
<behavior type='ECBehaviorActorAnimated' id='vrHandLeft'>
<map name='controllerMapping'>
<string key='idle'>elapsedTime</string>
<string key='interaction'>elapsedTime</string>
</map>
<map name='.btsmAlias'>
<string key='vrHandLeft'>vrHandPose(#thisHand).</string>
<string key='vrHandRight'>vrHandPose(#otherHand).</string>
</map>
</behavior>
<behavior type='ECBehaviorVRHandAction' id='right'>
<string name='.action'>BAAVRHandStateMachine</string>
<map name='.btsmAlias'>
<string key='vrHandRight'>vrHandAction(#thisHand).</string>
<string key='vrHandLeft'>vrHandAction(#otherHand).</string>
</map>
</behavior>
<behavior type='ECBehaviorVRHandAction' id='left'>
<string name='.action'>BAAVRHandStateMachine</string>
<map name='.btsmAlias'>
<string key='vrHandLeft'>vrHandAction(#thisHand).</string>
<string key='vrHandRight'>vrHandAction(#otherHand).</string>
</map>
</behavior>
</elementClass>

It is though usually easier to use the class directly and extend it:

<?xml version='1.0' encoding='UTF-8'?>
<elementClass name='MyClass' class='VRActor'>
</elementClass>

Member Function Documentation

◆ createElement()

Element Dragengine.Scenery.BaseVRActorClass.createElement ( )
protected

Create element instance.

Reimplemented from Dragengine.Scenery.BaseActorClass.

◆ getVRBody()

ECBehaviorVRBody Dragengine.Scenery.BaseVRActorClass.getVRBody ( )

VR Body.

Version
1.31

◆ getVRHMD()

ECBehaviorVRHMD Dragengine.Scenery.BaseVRActorClass.getVRHMD ( )

VR HMD.

◆ getVRLeftHand()

ECBehaviorVRHand Dragengine.Scenery.BaseVRActorClass.getVRLeftHand ( )

VR Left Hand Controller.

◆ getVRLeftHandAction()

ECBehaviorVRHandAction Dragengine.Scenery.BaseVRActorClass.getVRLeftHandAction ( )

VR Left Hand Action.

Version
1.10

◆ getVRLeftHandAnimated()

ECBehaviorActorAnimated Dragengine.Scenery.BaseVRActorClass.getVRLeftHandAnimated ( )

VR Left Hand Animated.

Version
1.10

◆ getVRLeftHandAttachSlot()

ECBehaviorAttachSlot Dragengine.Scenery.BaseVRActorClass.getVRLeftHandAttachSlot ( )

VR Left Hand Controller Attach Slot.

Version
1.9

◆ getVRLeftHandGrabber()

ECBehaviorGrabber Dragengine.Scenery.BaseVRActorClass.getVRLeftHandGrabber ( )

VR Left Hand Controller Grabber.

Version
1.9

◆ getVRLeftHandLaserPointer()

ECBehaviorVRHandLaserPointer Dragengine.Scenery.BaseVRActorClass.getVRLeftHandLaserPointer ( )

VR Left Hand Controller Laser Pointer.

Version
1.7

◆ getVRLeftHandLocomotion()

ECBehaviorVRHandLocomotion Dragengine.Scenery.BaseVRActorClass.getVRLeftHandLocomotion ( )

VR Left Hand Locomotion.

Version
1.10

◆ getVRLeftHandPointAt()

ECBehaviorVRHandPointAt Dragengine.Scenery.BaseVRActorClass.getVRLeftHandPointAt ( )

VR Left Hand Controller Point-At.

Version
1.7

◆ getVRLeftHandPose()

ECBehaviorVRHandPose Dragengine.Scenery.BaseVRActorClass.getVRLeftHandPose ( )

VR Left Hand Pose.

Version
1.10

◆ getVRLeftStateMachine()

ECBehaviorStateMachine Dragengine.Scenery.BaseVRActorClass.getVRLeftStateMachine ( )

VR Left Hand State machine.

Version
1.26

◆ getVRPlayspace()

ECBehaviorVRPlayspace Dragengine.Scenery.BaseVRActorClass.getVRPlayspace ( )

VR Playspace behavior.

◆ getVRRightHand()

ECBehaviorVRHand Dragengine.Scenery.BaseVRActorClass.getVRRightHand ( )

VR Right Hand Controller.

◆ getVRRightHandAction()

ECBehaviorVRHandAction Dragengine.Scenery.BaseVRActorClass.getVRRightHandAction ( )

VR Right Hand Action.

Version
1.10

◆ getVRRightHandAnimated()

ECBehaviorActorAnimated Dragengine.Scenery.BaseVRActorClass.getVRRightHandAnimated ( )

VR Right Hand Animated.

Version
1.10

◆ getVRRightHandAttachSlot()

ECBehaviorAttachSlot Dragengine.Scenery.BaseVRActorClass.getVRRightHandAttachSlot ( )

VR Right Hand Controller Attach Slot.

Version
1.9

◆ getVRRightHandGrabber()

ECBehaviorGrabber Dragengine.Scenery.BaseVRActorClass.getVRRightHandGrabber ( )

VR Right Hand Controller Grabber.

Version
1.9

◆ getVRRightHandLaserPointer()

ECBehaviorVRHandLaserPointer Dragengine.Scenery.BaseVRActorClass.getVRRightHandLaserPointer ( )

VR Right Hand Controller Laser Pointer.

Version
1.7

◆ getVRRightHandLocomotion()

ECBehaviorVRHandLocomotion Dragengine.Scenery.BaseVRActorClass.getVRRightHandLocomotion ( )

VR Right Hand Locomotion.

Version
1.28

◆ getVRRightHandPointAt()

ECBehaviorVRHandPointAt Dragengine.Scenery.BaseVRActorClass.getVRRightHandPointAt ( )

VR Right Hand Controller Point-At.

Version
1.7

◆ getVRRightHandPose()

ECBehaviorVRHandPose Dragengine.Scenery.BaseVRActorClass.getVRRightHandPose ( )

VR Right Hand Pose.

Version
1.10

◆ getVRRightStateMachine()

ECBehaviorStateMachine Dragengine.Scenery.BaseVRActorClass.getVRRightStateMachine ( )

VR Right Hand State machine.

Version
1.26

◆ new() [1/4]

BaseVRActorClass Dragengine.Scenery.BaseVRActorClass.new ( )

Create element class using loaders from BaseGameApp.

Reimplemented from Dragengine.Scenery.BaseActorClass.

◆ new() [2/4]

BaseVRActorClass Dragengine.Scenery.BaseVRActorClass.new ( Loaders  loaders,
ECBehaviorPlayerControllable.Tracker  tracker 
)

Create element class.

Reimplemented from Dragengine.Scenery.BaseActorClass.

◆ new() [3/4]

BaseVRActorClass Dragengine.Scenery.BaseVRActorClass.new ( String  className)

Create element class using loaders from BaseGameApp.

Reimplemented from Dragengine.Scenery.BaseActorClass.

◆ new() [4/4]

BaseVRActorClass Dragengine.Scenery.BaseVRActorClass.new ( String  className,
Loaders  loaders,
ECBehaviorPlayerControllable.Tracker  tracker 
)

Create element class.

Reimplemented from Dragengine.Scenery.BaseActorClass.

◆ setBodyMode()

void Dragengine.Scenery.BaseVRActorClass.setBodyMode ( )

Switch to body mode.

Version
1.31

Sets VR hands to use the body model and collider. This is best used when a full body is shown for the player where the hands are part of the full body mode.

◆ setDynamicCollision()

void Dragengine.Scenery.BaseVRActorClass.setDynamicCollision ( )

Set up collider as dynamic collider.

Version
1.31

Collider has dynamic collision response and can collide with PhysicsElementClass and SimpleElementClass. This allows body to physically interact with the game world. In contrary to #setKinematicCollision() the rig can have dynamic bones affected by world gravity.

This does not affect the AI collider.

◆ setGhostCollision()

void Dragengine.Scenery.BaseVRActorClass.setGhostCollision ( )

Set up collider as ghost collider.

Version
1.31

Ghost colliders have empty collision filter and kinematic collision response. They collide with nothing and are useful to show a body without physically interacting with the game world. The collider has no gravity.

This does not affect the AI collider.

◆ setHandMode()

void Dragengine.Scenery.BaseVRActorClass.setHandMode ( )

Switch to hand model mode.

Version
1.31

Sets VR hands to use their own model and collider. This is the default mode and best used when only hand models are shown for the player

◆ setKinematicCollision()

void Dragengine.Scenery.BaseVRActorClass.setKinematicCollision ( )

Set up collider as kinematic collider.

Version
1.31

Collider has kinematic collision response and can collide with PhysicsElementClass and SimpleElementClass. This allows body to physically interact with the game world.

This does not affect the AI collider.

Member Data Documentation

◆ idNonVRLeftHand

final String Dragengine.Scenery.BaseVRActorClass.idNonVRLeftHand = "vrHandLeft"
static

Behavior ID used for non-VR based behaviors for left hand controller behaviors.

Version
1.9

Used for behaviors:

  • ECBehaviorAttachSlot
  • ECBehaviorGrabber

Value is "vrHandLeft".

◆ idNonVRRightHand

final String Dragengine.Scenery.BaseVRActorClass.idNonVRRightHand = "vrHandRight"
static

Behavior ID used for non-VR based behaviors for right hand controller behaviors.

Version
1.9

Used for behaviors:

  • ECBehaviorAttachSlot
  • ECBehaviorGrabber

Value is "vrHandRight".

◆ idOtherHand

final String Dragengine.Scenery.BaseVRActorClass.idOtherHand = "#otherHand"
static

Alias Behavior ID used for other hand.

Version
1.26

Value is "#otherHand".

◆ idThisHand

final String Dragengine.Scenery.BaseVRActorClass.idThisHand = "#thisHand"
static

Alias Behavior ID used for this hand.

Version
1.26

Value is "#thisHand".

◆ idVRLeftHand

final String Dragengine.Scenery.BaseVRActorClass.idVRLeftHand = "left"
static

Behavior ID used for left hand controller behaviors.

Version
1.9

Used for behaviors:

  • ECBehaviorVRHand
  • ECBehaviorVRHandPointAt
  • ECBehaviorVRHandLaserPointer

Value is "left".

◆ idVRRightHand

final String Dragengine.Scenery.BaseVRActorClass.idVRRightHand = "right"
static

Behavior ID used for right hand controller behaviors.

Version
1.9

Used for behaviors:

  • ECBehaviorVRHand
  • ECBehaviorVRHandPointAt
  • ECBehaviorVRHandLaserPointer

Value is "right".

◆ pVRBody

ECBehaviorVRBody Dragengine.Scenery.BaseVRActorClass.pVRBody

◆ pVRHMD

ECBehaviorVRHMD Dragengine.Scenery.BaseVRActorClass.pVRHMD

◆ pVRLeftHand

ECBehaviorVRHand Dragengine.Scenery.BaseVRActorClass.pVRLeftHand

◆ pVRLeftHandAction

ECBehaviorVRHandAction Dragengine.Scenery.BaseVRActorClass.pVRLeftHandAction

◆ pVRLeftHandAnimated

ECBehaviorActorAnimated Dragengine.Scenery.BaseVRActorClass.pVRLeftHandAnimated

◆ pVRLeftHandAttachSlot

ECBehaviorAttachSlot Dragengine.Scenery.BaseVRActorClass.pVRLeftHandAttachSlot

◆ pVRLeftHandGrabber

ECBehaviorGrabber Dragengine.Scenery.BaseVRActorClass.pVRLeftHandGrabber

◆ pVRLeftHandLaserPointer

ECBehaviorVRHandLaserPointer Dragengine.Scenery.BaseVRActorClass.pVRLeftHandLaserPointer

◆ pVRLeftHandLocomotion

ECBehaviorVRHandLocomotion Dragengine.Scenery.BaseVRActorClass.pVRLeftHandLocomotion

◆ pVRLeftHandPointAt

ECBehaviorVRHandPointAt Dragengine.Scenery.BaseVRActorClass.pVRLeftHandPointAt

◆ pVRLeftHandPose

ECBehaviorVRHandPose Dragengine.Scenery.BaseVRActorClass.pVRLeftHandPose

◆ pVRLeftStateMachine

ECBehaviorStateMachine Dragengine.Scenery.BaseVRActorClass.pVRLeftStateMachine

◆ pVRPlayspace

ECBehaviorVRPlayspace Dragengine.Scenery.BaseVRActorClass.pVRPlayspace

◆ pVRRightHand

ECBehaviorVRHand Dragengine.Scenery.BaseVRActorClass.pVRRightHand

◆ pVRRightHandAction

ECBehaviorVRHandAction Dragengine.Scenery.BaseVRActorClass.pVRRightHandAction

◆ pVRRightHandAnimated

ECBehaviorActorAnimated Dragengine.Scenery.BaseVRActorClass.pVRRightHandAnimated

◆ pVRRightHandAttachSlot

ECBehaviorAttachSlot Dragengine.Scenery.BaseVRActorClass.pVRRightHandAttachSlot

◆ pVRRightHandGrabber

ECBehaviorGrabber Dragengine.Scenery.BaseVRActorClass.pVRRightHandGrabber

◆ pVRRightHandLaserPointer

ECBehaviorVRHandLaserPointer Dragengine.Scenery.BaseVRActorClass.pVRRightHandLaserPointer

◆ pVRRightHandLocomotion

ECBehaviorVRHandLocomotion Dragengine.Scenery.BaseVRActorClass.pVRRightHandLocomotion

◆ pVRRightHandPointAt

ECBehaviorVRHandPointAt Dragengine.Scenery.BaseVRActorClass.pVRRightHandPointAt

◆ pVRRightHandPose

ECBehaviorVRHandPose Dragengine.Scenery.BaseVRActorClass.pVRRightHandPose

◆ pVRRightStateMachine

ECBehaviorStateMachine Dragengine.Scenery.BaseVRActorClass.pVRRightStateMachine

The documentation for this class was generated from the following file: