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java.lang.Object cz.cuni.amis.pogamut.base.communication.messages.InfoMessage cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.NavPointNeighbourLink
public class NavPointNeighbourLink
Definition of the event INGP.
Complete message documentation: Info batch message. Start with SNGP, ends with ENGP. Sent for each INAV message at the beginning of the communication. Holds information about NavPoint neighbours. This way the reachability graph can be exported from UT2004. You should interpret this as a DIRECTED EDGE of the navpoint GRAPH that describes the the edge from FromNavPoint to ToNavPoint.
Field Summary | |
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protected double |
CalculatedGravityZ
TODO: mystery how to interpret |
protected int |
CollisionH
Maximum collision height of the path between navigation points. |
protected int |
CollisionR
Maximum collision radius of the path between navigation points. |
protected int |
Flags
Holds information about the path from the NavPoint to its neighbour that is represented by this message. |
protected boolean |
ForceDoubleJump
Whether you need to double jump to get to the neighbour navpoint. |
protected NavPoint |
FromNavPoint
Start of the link (edge), where the link originates. |
protected UnrealId |
Id
Unique Id of the NavPoint the link is leading to (end of the link). |
protected Vector3d |
NeededJump
TODO: mystery how to interpret |
protected boolean |
NeverImpactJump
TODO: mystery how to interpret |
protected boolean |
NoLowGrav
TODO: mystery how to interpret |
protected boolean |
OnlyTranslocator
Whether the translocator is the only way how to traverse this navigation edge. |
static java.lang.String |
PROTOTYPE
Example how the message looks like - used during parser tests. |
protected long |
SimTime
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protected NavPoint |
ToNavPoint
End of the link (edge), where the link ends. |
protected java.lang.String |
TranslocTargetTag
TODO: mystery - we haven't figure it out so far. |
protected double |
TranslocZOffset
TODO: mystery - we haven't figure it out so far. |
Constructor Summary | |
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NavPointNeighbourLink()
Parameter-less contructor for the message. |
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NavPointNeighbourLink(NavPointNeighbourLink original)
Cloning constructor from the full message. |
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NavPointNeighbourLink(NavPointNeighbourLink orig,
NavPoint from,
NavPoint to)
Use to fill missing fields of the Item when creating MapObtained event before INIT command is requested. |
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NavPointNeighbourLink(UnrealId Id,
int Flags,
int CollisionR,
int CollisionH,
double TranslocZOffset,
java.lang.String TranslocTargetTag,
boolean OnlyTranslocator,
boolean ForceDoubleJump,
Vector3d NeededJump,
boolean NeverImpactJump,
boolean NoLowGrav,
double CalculatedGravityZ,
NavPoint FromNavPoint,
NavPoint ToNavPoint)
Creates new instance of the message NavPointNeighbourLink. |
Method Summary | |
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double |
getCalculatedGravityZ()
TODO: mystery how to interpret |
int |
getCollisionH()
Maximum collision height of the path between navigation points. |
int |
getCollisionR()
Maximum collision radius of the path between navigation points. |
int |
getFlags()
Holds information about the path from the NavPoint to its neighbour that is represented by this message. |
NavPoint |
getFromNavPoint()
Start of the link (edge), where the link originates. |
UnrealId |
getId()
Unique Id of the NavPoint the link is leading to (end of the link). |
Vector3d |
getNeededJump()
TODO: mystery how to interpret |
long |
getSimTime()
Returns the simulation time when the event has occurred. |
NavPoint |
getToNavPoint()
End of the link (edge), where the link ends. |
java.lang.String |
getTranslocTargetTag()
TODO: mystery - we haven't figure it out so far. |
double |
getTranslocZOffset()
TODO: mystery - we haven't figure it out so far. |
boolean |
isForceDoubleJump()
Whether you need to double jump to get to the neighbour navpoint. |
boolean |
isNeverImpactJump()
TODO: mystery how to interpret |
boolean |
isNoLowGrav()
TODO: mystery how to interpret |
boolean |
isOnlyTranslocator()
Whether the translocator is the only way how to traverse this navigation edge. |
protected void |
setSimTime(long SimTime)
Used by Yylex to slip correct time of the object or programmatically. |
java.lang.String |
toHtmlString()
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java.lang.String |
toString()
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Methods inherited from class java.lang.Object |
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clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait |
Field Detail |
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public static final java.lang.String PROTOTYPE
protected long SimTime
protected UnrealId Id
protected int Flags
protected int CollisionR
protected int CollisionH
protected double TranslocZOffset
protected java.lang.String TranslocTargetTag
protected boolean OnlyTranslocator
protected boolean ForceDoubleJump
protected Vector3d NeededJump
protected boolean NeverImpactJump
protected boolean NoLowGrav
protected double CalculatedGravityZ
protected NavPoint FromNavPoint
protected NavPoint ToNavPoint
Constructor Detail |
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public NavPointNeighbourLink()
public NavPointNeighbourLink(UnrealId Id, int Flags, int CollisionR, int CollisionH, double TranslocZOffset, java.lang.String TranslocTargetTag, boolean OnlyTranslocator, boolean ForceDoubleJump, Vector3d NeededJump, boolean NeverImpactJump, boolean NoLowGrav, double CalculatedGravityZ, NavPoint FromNavPoint, NavPoint ToNavPoint)
Id
- Unique Id of the NavPoint the link is leading to (end of the link). Always identical to ToNavPoint.getStringId().Flags
- Holds information about the path from the NavPoint to its
neighbour that is represented by this message. TODO: see
reachspecs on UnrealWiki.CollisionR
- Maximum collision radius of the path between navigation
points. Bot bigger then this cannot use this path.CollisionH
- Maximum collision height of the path between navigation
points. Bot bigger then this cannot use this path.TranslocZOffset
- TODO: mystery - we haven't figure it out so far.
Can be:
a) z-coord of the translocator target
b) translocator z-force for the translocator shotTranslocTargetTag
- TODO: mystery - we haven't figure it out so far.
Can be: where you should appear when successfully translocated or where to aim atOnlyTranslocator
- Whether the translocator is the only way how to traverse this navigation edge.ForceDoubleJump
- Whether you need to double jump to get to the neighbour navpoint.NeededJump
- TODO: mystery how to interpretNeverImpactJump
- TODO: mystery how to interpretNoLowGrav
- TODO: mystery how to interpretCalculatedGravityZ
- TODO: mystery how to interpretFromNavPoint
- Start of the link (edge), where the link originates.ToNavPoint
- End of the link (edge), where the link ends.public NavPointNeighbourLink(NavPointNeighbourLink original)
original
- public NavPointNeighbourLink(NavPointNeighbourLink orig, NavPoint from, NavPoint to)
Method Detail |
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public long getSimTime()
IWorldEvent
getSimTime
in interface IWorldChangeEvent
getSimTime
in interface IWorldEvent
protected void setSimTime(long SimTime)
public UnrealId getId()
public int getFlags()
public int getCollisionR()
public int getCollisionH()
public double getTranslocZOffset()
public java.lang.String getTranslocTargetTag()
public boolean isOnlyTranslocator()
public boolean isForceDoubleJump()
public Vector3d getNeededJump()
public boolean isNeverImpactJump()
public boolean isNoLowGrav()
public double getCalculatedGravityZ()
public NavPoint getFromNavPoint()
public NavPoint getToNavPoint()
public java.lang.String toString()
toString
in class InfoMessage
public java.lang.String toHtmlString()
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