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Vehicle Class Reference
[Vehicles]

Base functionality shared by all Vehicles (FlyingVehicle, HoverVehicle, WheeledVehicle. More...

Inheritance diagram for Vehicle:
Inheritance graph
[legend]

List of all members.

Public Attributes

bool disableMove
 When this flag is set, the vehicle will ignore throttle changes.

Static Public Attributes

static bool isRenderable
 Disables rendering of all instances of this type.
static bool isSelectable
 Disables selection of all instances of this type.
static float workingQueryBoxSizeMultiplier
 How much larger should the mWorkingQueryBox be made when updating the working collision list.
static int workingQueryBoxStaleThreshold
 The maximum number of ticks that go by before the mWorkingQueryBox is considered stale and needs updating.

Detailed Description

Base functionality shared by all Vehicles (FlyingVehicle, HoverVehicle, WheeledVehicle.

This object implements functionality shared by all Vehicle types, but should not be instantiated directly. Create a FlyingVehicle, HoverVehicle, or WheeledVehicle instead.

Note:
The model used for any Vehicle must include a collision mesh at detail size -1.

Member Data Documentation

When this flag is set, the vehicle will ignore throttle changes.

bool Vehicle::isRenderable [static]

Disables rendering of all instances of this type.

Reimplemented from ShapeBase.

Reimplemented in HoverVehicle, FlyingVehicle, and WheeledVehicle.

bool Vehicle::isSelectable [static]

Disables selection of all instances of this type.

Reimplemented from ShapeBase.

Reimplemented in HoverVehicle, FlyingVehicle, and WheeledVehicle.

How much larger should the mWorkingQueryBox be made when updating the working collision list.

The larger this number the less often the working list will be updated due to motion, but any non-static shape that moves into the query box will not be noticed.

The maximum number of ticks that go by before the mWorkingQueryBox is considered stale and needs updating.

Other factors can cause the collision working query box to become invalidated, such as the vehicle moving far enough outside of this cached box. The smaller this number, the more times the working list of triangles that are considered for collision is refreshed. This has the greatest impact with colliding with high triangle count meshes.

Note:
Set to -1 to disable any time-based forced check.


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