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java.lang.Object cz.cuni.amis.pogamut.base.communication.messages.InfoMessage cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.AutoTraceRay cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.AutoTraceRayMessage
public class AutoTraceRayMessage
Implementation of the GameBots2004 message ATR contains also its Local/Shared/Static subpart class definitions..
Complete message documentation: Synchronous message. Contains the results of automatically casted rays. One ATR message is for one casted ray. New automatically casted rays can be defined by ADDRAY command and removed by REMOVERAY command.
Nested Class Summary | |
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class |
AutoTraceRayMessage.AutoTraceRayLocalMessage
Implementation of the local part of the GameBots2004 message ATR, used to facade ATRMessage. |
class |
AutoTraceRayMessage.AutoTraceRaySharedMessage
Implementation of the shared part of the GameBots2004 message ATR, used to facade ATRMessage. |
class |
AutoTraceRayMessage.AutoTraceRayStaticMessage
Implementation of the static part of the GameBots2004 message ATR, used to facade ATRMessage. |
Nested classes/interfaces inherited from class cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.AutoTraceRay |
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AutoTraceRay.AutoTraceRayUpdate |
Field Summary | |
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protected boolean |
FastTrace
True if it is a fast trace, false if not (fast trace is a bit faster version of UT2004 ray trace - but provides us with less information - just true/false if we hit something on the way or not). |
protected boolean |
FloorCorrection
If we should correct ray directions accoring floor normal. |
protected Location |
From
Location from which the ray is emitted. |
protected UnrealId |
HitId
Id of the actor we have hit. |
protected Location |
HitLocation
Vector with location of the collision (not sent if FastTrace is True). |
protected Vector3d |
HitNormal
Vector with normal of the plane we have hit (not sent if FastTrace is True). |
protected UnrealId |
Id
An Id for this ray (should be unique), assigned by the user when adding ray. |
protected boolean |
Result
True if it hit something, false if not. |
protected ITeamId |
TeamId
|
protected Location |
To
Location to which the ray is sent. |
protected boolean |
TraceActors
If we traced also actors with this ray (actors – moving things in a game – bots, players, monsters, pickup …) (only if NOT using FastTrace) |
Fields inherited from class cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.AutoTraceRay |
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PROTOTYPE, SimTime |
Constructor Summary | |
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AutoTraceRayMessage()
Parameter-less contructor for the message. |
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AutoTraceRayMessage(AutoTraceRayMessage original)
Cloning constructor from the full message. |
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AutoTraceRayMessage(UnrealId Id,
Location From,
Location To,
boolean FastTrace,
boolean FloorCorrection,
boolean Result,
Vector3d HitNormal,
Location HitLocation,
boolean TraceActors,
UnrealId HitId)
Creates new instance of the message AutoTraceRay. |
Method Summary | |
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Location |
getFrom()
Location from which the ray is emitted. |
UnrealId |
getHitId()
Id of the actor we have hit. |
Location |
getHitLocation()
Vector with location of the collision (not sent if FastTrace is True). |
Vector3d |
getHitNormal()
Vector with normal of the plane we have hit (not sent if FastTrace is True). |
UnrealId |
getId()
An Id for this ray (should be unique), assigned by the user when adding ray. |
AutoTraceRayLocal |
getLocal()
|
AutoTraceRayShared |
getShared()
|
AutoTraceRayStatic |
getStatic()
|
ITeamId |
getTeamId()
|
Location |
getTo()
Location to which the ray is sent. |
boolean |
isFastTrace()
True if it is a fast trace, false if not (fast trace is a bit faster version of UT2004 ray trace - but provides us with less information - just true/false if we hit something on the way or not). |
boolean |
isFloorCorrection()
If we should correct ray directions accoring floor normal. |
boolean |
isResult()
True if it hit something, false if not. |
boolean |
isTraceActors()
If we traced also actors with this ray (actors – moving things in a game – bots, players, monsters, pickup …) (only if NOT using FastTrace) |
protected void |
setTeamId(ITeamId TeamId)
Used by Yylex to slip corretn TeamId. |
java.lang.String |
toHtmlString()
|
java.lang.String |
toString()
|
IWorldObjectUpdateResult<IWorldObject> |
update(IWorldObject object)
|
Methods inherited from class cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.AutoTraceRay |
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getSimTime, setSimTime |
Methods inherited from class java.lang.Object |
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clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait |
Methods inherited from interface cz.cuni.amis.pogamut.base.communication.translator.event.IWorldChangeEvent |
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getSimTime |
Field Detail |
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protected ITeamId TeamId
protected UnrealId Id
protected Location From
protected Location To
protected boolean FastTrace
protected boolean FloorCorrection
protected boolean Result
protected Vector3d HitNormal
protected Location HitLocation
protected boolean TraceActors
protected UnrealId HitId
Constructor Detail |
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public AutoTraceRayMessage()
public AutoTraceRayMessage(UnrealId Id, Location From, Location To, boolean FastTrace, boolean FloorCorrection, boolean Result, Vector3d HitNormal, Location HitLocation, boolean TraceActors, UnrealId HitId)
Id
- An Id for this ray (should be unique), assigned by the user
when adding ray.From
- Location from which the ray is emitted.To
- Location to which the ray is sent.FastTrace
- True if it is a fast trace, false if not (fast trace is a
bit faster version of UT2004 ray trace - but provides us
with less information - just true/false if we hit something
on the way or not).FloorCorrection
- If we should correct ray directions accoring floor normal. Note: Has issue - we can't set set rays up or down when correction is active.Result
- True if it hit something, false if not.HitNormal
- Vector with normal of the plane we have hit (not sent if
FastTrace is True).HitLocation
- Vector with location of the collision (not sent if FastTrace
is True).TraceActors
- If we traced also actors with this ray (actors – moving
things in a game – bots, players, monsters, pickup …) (only
if NOT using FastTrace)HitId
- Id of the actor we have hit. (Sent if FastTrace is False and
TraceActors is True).public AutoTraceRayMessage(AutoTraceRayMessage original)
original
- Method Detail |
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protected void setTeamId(ITeamId TeamId)
public ITeamId getTeamId()
public UnrealId getId()
AutoTraceRay
getId
in interface IWorldObjectUpdatedEvent
getId
in interface IWorldObject
getId
in class AutoTraceRay
public Location getFrom()
AutoTraceRay
getFrom
in class AutoTraceRay
public Location getTo()
AutoTraceRay
getTo
in class AutoTraceRay
public boolean isFastTrace()
AutoTraceRay
isFastTrace
in class AutoTraceRay
public boolean isFloorCorrection()
AutoTraceRay
isFloorCorrection
in class AutoTraceRay
public boolean isResult()
AutoTraceRay
isResult
in class AutoTraceRay
public Vector3d getHitNormal()
AutoTraceRay
getHitNormal
in class AutoTraceRay
public Location getHitLocation()
AutoTraceRay
getHitLocation
in class AutoTraceRay
public boolean isTraceActors()
AutoTraceRay
isTraceActors
in class AutoTraceRay
public UnrealId getHitId()
AutoTraceRay
getHitId
in class AutoTraceRay
public AutoTraceRayLocal getLocal()
getLocal
in interface ICompositeWorldObject
public AutoTraceRayShared getShared()
getShared
in interface ICompositeWorldObject
public AutoTraceRayStatic getStatic()
getStatic
in interface ICompositeWorldObject
public IWorldObjectUpdateResult<IWorldObject> update(IWorldObject object)
update
in interface IWorldObjectUpdatedEvent
public java.lang.String toString()
toString
in class AutoTraceRay
public java.lang.String toHtmlString()
toHtmlString
in class AutoTraceRay
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