Class RagdollController
java.lang.Object
zombie.util.PooledObject
zombie.core.physics.RagdollController
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IPooledObject
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Nested Class Summary
Nested Classes -
Field Summary
FieldsModifier and TypeFieldDescriptionstatic final floatstatic final floatstatic float -
Method Summary
Modifier and TypeMethodDescriptionvoidstatic RagdollControlleralloc()static booleancheckForActiveRagdoll(IsoGridSquare isoGridSquare) voidfloatgetDesiredCharacterPosition(Vector3 desiredCharacterPosition) floatfloatfloatgetHeadPosition(Vector3 headPosition) intgetID()static intintgetPelvisPosition(Vector3 pelvisPosition) floatfloatfloatstatic org.lwjgl.util.vector.QuaterniongetRagdollLocalRotation(org.lwjgl.util.vector.Quaternion result) floatfloatbooleanbooleanbooleanbooleanisOnBack()booleanbooleanbooleanbooleanvoidvoidpostUpdate(float deltaT) static org.lwjgl.util.vector.Vector3fpzSpaceToBulletSpace(org.lwjgl.util.vector.Vector3f result) voidvoidsetActive(boolean active) voidsetGameCharacterObject(IsoGameCharacter gameCharacterObject) static voidsetVehicleRagdollBodyDynamics(RagdollBodyDynamics ragdollBodyDynamics) voidsimulateRagdoll(int id, org.lwjgl.util.vector.Vector3f ragdollWorldPosition, org.lwjgl.util.vector.Vector3f ragdollWorldPositionPZBullet, org.lwjgl.util.vector.Quaternion ragdollWorldRotationPZBullet, float[] skeletonBuffer, float[] rigidBodyBuffer) voidupdate(float deltaT, org.lwjgl.util.vector.Vector3f ragdollWorldPosition, org.lwjgl.util.vector.Quaternion ragdollWorldRotation) voidvoidvoidvehicleCollision(IsoZombie isoZombie, BaseVehicle collidedVehicle) Methods inherited from class PooledObject
getPoolReference, isFree, release, setFree, setPool
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Field Details
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MovementThreshold
public static final float MovementThreshold- See Also:
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MovementThresholdTime
public static final float MovementThresholdTime- See Also:
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vehicleCollisionFriction
public static float vehicleCollisionFriction
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Method Details
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alloc
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getRagdollStateData
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isIsoPlayer
public boolean isIsoPlayer() -
isSimulationSleeping
public boolean isSimulationSleeping() -
isSimulationActive
public boolean isSimulationActive() -
getGameCharacterObject
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setGameCharacterObject
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getID
public int getID() -
getDebugDrawSettings
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isInitialized
public boolean isInitialized() -
isFirstFrame
public boolean isFirstFrame() -
isUpright
public boolean isUpright() -
isOnBack
public boolean isOnBack() -
getHeadPosition
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getPelvisPosition
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getPelvisPositionX
public float getPelvisPositionX() -
getPelvisPositionY
public float getPelvisPositionY() -
getPelvisPositionZ
public float getPelvisPositionZ() -
getDesiredCharacterPosition
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getDesiredCharacterPositionX
public float getDesiredCharacterPositionX() -
getDesiredCharacterPositionY
public float getDesiredCharacterPositionY() -
getDesiredCharacterPositionZ
public float getDesiredCharacterPositionZ() -
reinitialize
public void reinitialize() -
pzSpaceToBulletSpace
public static org.lwjgl.util.vector.Vector3f pzSpaceToBulletSpace(org.lwjgl.util.vector.Vector3f result) -
setActive
public void setActive(boolean active) -
addToWorld
public void addToWorld() -
updateRagdollSkeleton
public void updateRagdollSkeleton() -
update
public void update(float deltaT, org.lwjgl.util.vector.Vector3f ragdollWorldPosition, org.lwjgl.util.vector.Quaternion ragdollWorldRotation) -
postUpdate
public void postUpdate(float deltaT) -
debugRender
public void debugRender() -
simulateRagdoll
public void simulateRagdoll(int id, org.lwjgl.util.vector.Vector3f ragdollWorldPosition, org.lwjgl.util.vector.Vector3f ragdollWorldPositionPZBullet, org.lwjgl.util.vector.Quaternion ragdollWorldRotationPZBullet, float[] skeletonBuffer, float[] rigidBodyBuffer) -
getRagdollLocalRotation
public static org.lwjgl.util.vector.Quaternion getRagdollLocalRotation(org.lwjgl.util.vector.Quaternion result) -
updateSimulationStateID
public void updateSimulationStateID() -
onReleased
public void onReleased() -
getNumberOfBones
public int getNumberOfBones() -
getAnimationPlayer
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isSimulationDirectionCalculated
public boolean isSimulationDirectionCalculated() -
getCalculatedSimulationDirection
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getCalculatedSimulationDirectionAngle
public float getCalculatedSimulationDirectionAngle() -
getSimulationRenderedAngle
public float getSimulationRenderedAngle() -
getSimulationCharacterForwardAngle
public float getSimulationCharacterForwardAngle() -
getNumberOfActiveSimulations
public static int getNumberOfActiveSimulations() -
checkForActiveRagdoll
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vehicleCollision
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setVehicleRagdollBodyDynamics
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