Drag[en]gine Script Module DragonScript 1.32.1
Loading...
Searching...
No Matches
Dragengine.Scenery.ECBehaviorVRHand.Instance Class Reference

Behavior instance. More...

Inheritance diagram for Dragengine.Scenery.ECBehaviorVRHand.Instance:
Dragengine.Scenery.DefaultECBehaviorInstance Dragengine.Scenery.ColliderListener Dragengine.Scenery.ECBehaviorInstance

Classes

class  AttachDetachListener
 Controller attach/detach listener. More...
 

Public Member Functions

void addListenerFactory (Block blockFactory)
 Add listener factory using block.
 
void addListenerFactory (ListenerFactory factory)
 Add listener factory.
 
void createListeners (Instance instance)
 Create listeners from factories adding them to behavior instance.
 
void dispose ()
 Dispose of behavior.
 
void forEachListenerFactory (Block ablock)
 Visit listener factories with block with argument ListenerFactory.
 
BindingManager getBindingManager ()
 Binding manager.
 
ECComposeBTSM getBTSMs ()
 Compose behavior trees and state machines.
 
ECComposeCollider getCollider ()
 Composeable collider for element class.
 
ECBehaviorComponent getComponent ()
 Component behavior.
 
InputDeviceType getInputDeviceType ()
 Input device type.
 
String getPrefix ()
 Prefix.
 
ECPBoolean getShowHand ()
 Show hand.
 
ECPBoolean getUseVendorModel ()
 Use vendor model.
 
ECBehaviorVRPlayspace getVRPlayspace ()
 VR Playspace behavior.
 
Instance new (BehaviorElementClass eclass, ECBehaviorVRPlayspace vrPlayspace, InputDeviceType inputDeviceType)
 Create behavior element class.
 
Instance new (BehaviorElementClass eclass, ECBehaviorVRPlayspace vrPlayspace, InputDeviceType inputDeviceType, BindingManager bindingManager)
 Create behavior element class.
 
Instance new (BehaviorElementClass eclass, ECBehaviorVRPlayspace vrPlayspace, InputDeviceType inputDeviceType, BindingManager bindingManager, String id)
 Create behavior element class.
 
Instance new (BehaviorElementClass eclass, ECBehaviorVRPlayspace vrPlayspace, InputDeviceType inputDeviceType, BindingManager bindingManager, String id, String subID)
 Create behavior element class.
 
Instance new (BehaviorElementClass eclass, ECBehaviorVRPlayspace vrPlayspace, InputDeviceType inputDeviceType, BindingManager bindingManager, String id, String subID, String prefix)
 Create behavior element class.
 
Instance new (BehaviorElementClass eclass, ECBehaviorVRPlayspace vrPlayspace, InputDeviceType inputDeviceType, String id)
 Create behavior element class.
 
Instance new (BehaviorElementClass eclass, ECBehaviorVRPlayspace vrPlayspace, InputDeviceType inputDeviceType, String id, String subID)
 Create behavior element class.
 
Instance new (BehaviorElementClass eclass, ECBehaviorVRPlayspace vrPlayspace, InputDeviceType inputDeviceType, String id, String subID, String prefix)
 Create behavior element class.
 
void setGhost ()
 Set up collider as ghost collider.
 
void setPhysics ()
 Set up collider as kinematic collider.
 
- Public Member Functions inherited from Dragengine.Scenery.DefaultECBehaviorInstance
void addToGameWorld ()
 Add element to game world.
 
void attachToParent (Element parent)
 Attach element to object set by the mapper in the IGDE World Editor.
 
void enterFrame ()
 Frame update started.
 
void geometryChanged ()
 Position or orientation changed.
 
BehaviorElement getElement ()
 Behavior element to apply behavior to.
 
int getInstanceIndex ()
 Behavior instance index.
 
void init (StubElement stub)
 Initialize element from stub.
 
DefaultECBehaviorInstance new (BehaviorElement element)
 Create default composeable instance.
 
void postThink (float elapsed)
 Post thinking after physics processing is finished.
 
void readFromFile (PersistencyEnvironment env, FileReader reader)
 Read behavior instance from file.
 
void removeFromGameWorld ()
 Remove element from game world.
 
bool requiresEnterFrame ()
 Behavior instance requires enterFrame() to be called.
 
bool requiresThink ()
 Behavior instance requires think() to be called.
 
void stateChanged ()
 State changed (visble, touchable).
 
void think (float elapsed)
 Think about what to do for the next frame update.
 
void writeToFile (PersistencyEnvironment env, FileWriter writer)
 Write behavior instance to file.
 
- Public Member Functions inherited from Dragengine.Scenery.ColliderListener
void collisionResponse (Collider owner, CollisionInfo info)
 Calculate response for a collision.
 
bool canHitCollider (Collider owner, Collider collider)
 Collider can collide with another collider.
 
void colliderChanged (Collider owner)
 Collider properties have changed and attached resources have been updated.
 

Static Public Member Functions

static ECBehaviorVRHand getBehaviorIn (BehaviorElementClass eclass)
 Get behavior in element class or null if absent.
 

Public Attributes

BindingManager pBindingManager
 
ECComposeBTSM pBTSMs
 
ECComposeCollider pCollider
 
ECBehaviorComponent pComponent
 
InputDeviceType pInputDeviceType
 
Array pListenerFactories
 
String pPrefix
 
ECPBoolean pShowHand
 
ECPBoolean pUseVendorModel
 
ECBehaviorVRPlayspace pVRPlayspace
 
- Public Attributes inherited from Dragengine.Scenery.DefaultECBehaviorInstance
BehaviorElement pElement
 
int pInstanceIndex
 
bool pRequiresEnterFrame
 
bool pRequiresThink
 

Additional Inherited Members

- Protected Member Functions inherited from Dragengine.Scenery.DefaultECBehaviorInstance
void setRequiresEnterFrame (bool required)
 Set if behavior instance requires enterFrame() to be called.
 
void setRequiresThink (bool required)
 Set if behavior instance requires think() to be called.
 

Detailed Description

Behavior instance.

Member Function Documentation

◆ addListenerFactory() [1/2]

void Dragengine.Scenery.ECBehaviorVRHand.Instance.addListenerFactory ( Block  blockFactory)

Add listener factory using block.

Block receives as parameter Instance and returns Listener.

◆ addListenerFactory() [2/2]

void Dragengine.Scenery.ECBehaviorVRHand.Instance.addListenerFactory ( ListenerFactory  factory)

Add listener factory.

◆ createListeners()

void Dragengine.Scenery.ECBehaviorVRHand.Instance.createListeners ( Instance  instance)

Create listeners from factories adding them to behavior instance.

◆ dispose()

void Dragengine.Scenery.ECBehaviorVRHand.Instance.dispose ( )

Dispose of behavior.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ forEachListenerFactory()

void Dragengine.Scenery.ECBehaviorVRHand.Instance.forEachListenerFactory ( Block  ablock)

Visit listener factories with block with argument ListenerFactory.

◆ getBehaviorIn()

static ECBehaviorVRHand Dragengine.Scenery.ECBehaviorVRHand.Instance.getBehaviorIn ( BehaviorElementClass  eclass)
static

Get behavior in element class or null if absent.

Use this method to check if a particular BehaviorElementClass contains a behavior of type ECBehaviorVRHand.

◆ getBindingManager()

BindingManager Dragengine.Scenery.ECBehaviorVRHand.Instance.getBindingManager ( )

Binding manager.

◆ getBTSMs()

ECComposeBTSM Dragengine.Scenery.ECBehaviorVRHand.Instance.getBTSMs ( )

Compose behavior trees and state machines.

Version
1.26

◆ getCollider()

ECComposeCollider Dragengine.Scenery.ECBehaviorVRHand.Instance.getCollider ( )

Composeable collider for element class.

Version
1.7

◆ getComponent()

ECBehaviorComponent Dragengine.Scenery.ECBehaviorVRHand.Instance.getComponent ( )

Component behavior.

◆ getInputDeviceType()

InputDeviceType Dragengine.Scenery.ECBehaviorVRHand.Instance.getInputDeviceType ( )

Input device type.

◆ getPrefix()

String Dragengine.Scenery.ECBehaviorVRHand.Instance.getPrefix ( )

Prefix.

Version
1.26

◆ getShowHand()

ECPBoolean Dragengine.Scenery.ECBehaviorVRHand.Instance.getShowHand ( )

Show hand.

◆ getUseVendorModel()

ECPBoolean Dragengine.Scenery.ECBehaviorVRHand.Instance.getUseVendorModel ( )

Use vendor model.

◆ getVRPlayspace()

ECBehaviorVRPlayspace Dragengine.Scenery.ECBehaviorVRHand.Instance.getVRPlayspace ( )

VR Playspace behavior.

◆ new() [1/8]

Instance Dragengine.Scenery.ECBehaviorVRHand.Instance.new ( BehaviorElementClass  eclass,
ECBehaviorVRPlayspace  vrPlayspace,
InputDeviceType  inputDeviceType 
)

Create behavior element class.

◆ new() [2/8]

Instance Dragengine.Scenery.ECBehaviorVRHand.Instance.new ( BehaviorElementClass  eclass,
ECBehaviorVRPlayspace  vrPlayspace,
InputDeviceType  inputDeviceType,
BindingManager  bindingManager 
)

Create behavior element class.

◆ new() [3/8]

Instance Dragengine.Scenery.ECBehaviorVRHand.Instance.new ( BehaviorElementClass  eclass,
ECBehaviorVRPlayspace  vrPlayspace,
InputDeviceType  inputDeviceType,
BindingManager  bindingManager,
String  id 
)

Create behavior element class.

◆ new() [4/8]

Instance Dragengine.Scenery.ECBehaviorVRHand.Instance.new ( BehaviorElementClass  eclass,
ECBehaviorVRPlayspace  vrPlayspace,
InputDeviceType  inputDeviceType,
BindingManager  bindingManager,
String  id,
String  subID 
)

Create behavior element class.

◆ new() [5/8]

Instance Dragengine.Scenery.ECBehaviorVRHand.Instance.new ( BehaviorElementClass  eclass,
ECBehaviorVRPlayspace  vrPlayspace,
InputDeviceType  inputDeviceType,
BindingManager  bindingManager,
String  id,
String  subID,
String  prefix 
)

Create behavior element class.

◆ new() [6/8]

Instance Dragengine.Scenery.ECBehaviorVRHand.Instance.new ( BehaviorElementClass  eclass,
ECBehaviorVRPlayspace  vrPlayspace,
InputDeviceType  inputDeviceType,
String  id 
)

Create behavior element class.

◆ new() [7/8]

Instance Dragengine.Scenery.ECBehaviorVRHand.Instance.new ( BehaviorElementClass  eclass,
ECBehaviorVRPlayspace  vrPlayspace,
InputDeviceType  inputDeviceType,
String  id,
String  subID 
)

Create behavior element class.

◆ new() [8/8]

Instance Dragengine.Scenery.ECBehaviorVRHand.Instance.new ( BehaviorElementClass  eclass,
ECBehaviorVRPlayspace  vrPlayspace,
InputDeviceType  inputDeviceType,
String  id,
String  subID,
String  prefix 
)

Create behavior element class.

◆ setGhost()

void Dragengine.Scenery.ECBehaviorVRHand.Instance.setGhost ( )

Set up collider as ghost collider.

Version
1.7

Collider has empty collision filter and kinematic collision response and collides with nothing. This is useful to interact with the game world without physically pushing objects by accident.

◆ setPhysics()

void Dragengine.Scenery.ECBehaviorVRHand.Instance.setPhysics ( )

Set up collider as kinematic collider.

Version
1.10

Collider has kinematic collision response and the same collision filter as BaseVRActorClass. The Collider can collider with PhysicsElementClass and SimpleElementClass. This allows hands to physically push objects.

Member Data Documentation

◆ pBindingManager

BindingManager Dragengine.Scenery.ECBehaviorVRHand.Instance.pBindingManager

◆ pBTSMs

ECComposeBTSM Dragengine.Scenery.ECBehaviorVRHand.Instance.pBTSMs

◆ pCollider

ECComposeCollider Dragengine.Scenery.ECBehaviorVRHand.Instance.pCollider

◆ pComponent

ECBehaviorComponent Dragengine.Scenery.ECBehaviorVRHand.Instance.pComponent

◆ pInputDeviceType

InputDeviceType Dragengine.Scenery.ECBehaviorVRHand.Instance.pInputDeviceType

◆ pListenerFactories

Array Dragengine.Scenery.ECBehaviorVRHand.Instance.pListenerFactories

◆ pPrefix

String Dragengine.Scenery.ECBehaviorVRHand.Instance.pPrefix

◆ pShowHand

ECPBoolean Dragengine.Scenery.ECBehaviorVRHand.Instance.pShowHand

◆ pUseVendorModel

ECPBoolean Dragengine.Scenery.ECBehaviorVRHand.Instance.pUseVendorModel

◆ pVRPlayspace

ECBehaviorVRPlayspace Dragengine.Scenery.ECBehaviorVRHand.Instance.pVRPlayspace

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