Enumerations | |
Enum data | |
| enum | eDataType { , kDataFloat = 1, kDataInt, kDataBool, kDataLong, kDataUnit, kDataPtr, kDataVec, kDataNULL, kDataAnimGroup } |
| ACK_DATA type. More... | |
Functions | |
Compare functions | |
| bool | is_zero (const VECTOR &ackVec) |
| |
| bool | is_close_to (const var a, const var b) |
| Compare two vars. | |
| bool | is_close_to_zero (const var a) |
| Compare var to zero. | |
Copy / Convert functions | |
| VECTOR | get_ackVec (const CVector3D &vec) |
| Return a VECTOR. | |
| VECTOR | get_ackVec (const CAngle3D &ang) |
| Return a VECTOR. | |
| VECTOR | get_ackVec (const unit x, const unit y, const unit z) |
| Return a VECTOR. | |
| VECTOR | get_ackVec (const ENTITY *pEnt) |
| Return a VECTOR. | |
| CVector3D | get_vector3D (const VECTOR &ackVec) |
| Return a CVector3D. | |
| void | copy_vec (var &x, var &y, var &z, const CVector3D &vec) |
| Convert CVector3D into vars. | |
| void | copy_vec (VECTOR &a7Vec, const CVector3D &vec) |
| Convert CVector3D into VECTOR. | |
| void | copy_vec (VECTOR &a7Vec, const unit &x, const unit &y, const unit &z) |
| Convert floats into VECTOR. | |
| void | copy_vec (CVector3D &vec, const var &x, const var &y, const var &z) |
| Convert vars into CVector3D. | |
| void | copy_vec (CVector3D &vec, const VECTOR &a7Vec) |
| Convert VECTOR into CVector3D. | |
| void | copy_vec (unit &x, unit &y, unit &z, const VECTOR &vec) |
| Convert VECTOR into floats. | |
| void | copy_ang (var &pan, var &tilt, var &roll, const CAngle3D &ang) |
| Convert CAngle3D into vars. | |
| void | copy_ang (ANGLE &a7Ang, const CAngle3D &ang) |
| Convert CAngle3D into ANGLE. | |
| void | copy_ang (CAngle3D &ang, const var &pan, const var &tilt, const var &roll) |
| Convert vars into CAngle3D. | |
| void | copy_ang (CAngle3D &ang, const ANGLE &a7Ang) |
| Convert ANGLE into CAngle3D. | |
Time functions | |
| void | set_time_step (const var t) |
| Set time_step (used mostly for testing). | |
| void | inc_total_ticks (const var t) |
| Increase the total_ticks (used mostly for testing). | |
| unit | get_time_corrected (const unit f) |
| Return a time corrected unit. | |
| CVector3D | get_time_corrected (const CVector3D &v) |
| Return a time corrected CVector3D. | |
| CAngle3D | get_time_corrected (const CAngle3D &a) |
| Return a time corrected CAngle3D. | |
ENTITY functions | |
| void | ent_facing (ENTITY *pEnt, const CVector3D &vec) |
| Set entity's pan and tilt to point along a vector. | |
| void | ent_offset (ENTITY *pEnt, const CVector3D &vec) |
| Offset (move without collision) the entity. | |
| void | ent_rotate (ENTITY *pEnt, const CAngle3D &ang) |
| Rotate (without collision) the entity. | |
Variables | |
Const values | |
| const var | kToleranceVar = _VAR(0.01) |
| Tolerance value used to compare two VARs. | |
| const VECTOR | ackVec_null = { _VAR(0), _VAR(0), _VAR(0) } |
| Acknex NULL vector. | |
(c) 2007-2008 oP group Germany GbR. All rights reserved.
This source code is provided "as is" with no warranty and must not be distributed without written permission.
| enum ack7::eDataType |
ACK_DATA type.
| void ack7::copy_vec | ( | unit & | x, | |
| unit & | y, | |||
| unit & | z, | |||
| const VECTOR & | vec | |||
| ) |
Convert VECTOR into floats.
| vec | convert VECTOR into units |
| void ack7::copy_vec | ( | VECTOR & | a7Vec, | |
| const unit & | x, | |||
| const unit & | y, | |||
| const unit & | z | |||
| ) |
Convert floats into VECTOR.
| z | convert units into VECTOR |
| void ack7::ent_facing | ( | ENTITY * | pEnt, | |
| const CVector3D & | vec | |||
| ) | [inline] |
Set entity's pan and tilt to point along a vector.
| pEnt | Pointer to ENTITY. | |
| vec | Vector used to calculate pan and tilt. |
| void ack7::ent_offset | ( | ENTITY * | pEnt, | |
| const CVector3D & | vec | |||
| ) | [inline] |
Offset (move without collision) the entity.
| pEnt | Pointer to ENTITY. | |
| vec | Vector used to offset. |
| void ack7::ent_rotate | ( | ENTITY * | pEnt, | |
| const CAngle3D & | ang | |||
| ) | [inline] |
Rotate (without collision) the entity.
| pEnt | Pointer to ENTITY. | |
| ang | Angle used to rotate. |
| VECTOR ack7::get_ackVec | ( | const ENTITY * | pEnt | ) |
Return a VECTOR.
| pEnt | return a VECTOR |
| VECTOR ack7::get_ackVec | ( | const unit | x, | |
| const unit | y, | |||
| const unit | z | |||
| ) |
Return a VECTOR.
| z | return a VECTOR |
| VECTOR ack7::get_ackVec | ( | const CAngle3D & | ang | ) |
Return a VECTOR.
| ang | return a VECTOR |
| VECTOR ack7::get_ackVec | ( | const CVector3D & | vec | ) |
Return a VECTOR.
| vec | return a VECTOR |
| CVector3D ack7::get_vector3D | ( | const VECTOR & | ackVec | ) |
| bool ack7::is_close_to | ( | const var | a, | |
| const var | b | |||
| ) | [inline] |
Compare two vars.
| bool ack7::is_close_to_zero | ( | const var | a | ) | [inline] |
Compare var to zero.
| bool ack7::is_zero | ( | const VECTOR & | ackVec | ) |
| ackVec | return true if ackVec.x/y/z are all zero |
1.5.4