Untold Engine  Beta v0.0.16
docs
U4DEngine::U4DWorld Class Reference

The U4DWorld class represents the View Component of the Model-View-Controller pattern. More...

Inherits U4DEngine::U4DVisibleEntity.

Public Member Functions

 U4DWorld ()
 class constructor
 
virtual ~U4DWorld ()
 class destructor
 
 U4DWorld (const U4DWorld &value)
 copy constructor
 
U4DWorldoperator= (const U4DWorld &value)
 copy constructor
 
virtual void init ()
 Initialization method for the game. More...
 
void update (double dt)
 Method which updates the state of the World. More...
 
void setGameController (U4DControllerInterface *uGameController)
 sets the game controller interface More...
 
void setGameLogic (U4DGameLogicInterface *uGameLogic)
 sets the game model (logic) for the game More...
 
U4DControllerInterfacegetGameController ()
 gets the game controller interface used in the game. Such as iOS touch, gamepads, mouse/keyboard, etc More...
 
U4DGameLogicInterfacegetGameLogic ()
 gets the game model (logic) interface. More...
 
void render (id< MTLRenderCommandEncoder > uRenderEncoder)
 Renders the current entity. More...
 
void buildGrid ()
 renders the grid in the world More...
 
void setEnableGrid (bool uValue)
 sets whether or not to render the world grid More...
 
U4DEntityManagergetEntityManager ()
 gets the pointer to the game entity manager More...
 
void changeVisibilityInterval (float uValue)
 change the current visibility interval. The default is 0.5. More...
 
void receiveUserInputUpdate (void *uData)
 
- Public Member Functions inherited from U4DEngine::U4DVisibleEntity
 U4DVisibleEntity ()
 Constructor for the class.
 
virtual ~U4DVisibleEntity ()
 Destructor for the class.
 
 U4DVisibleEntity (const U4DVisibleEntity &value)
 Copy constructor for the visible entity.
 
U4DVisibleEntityoperator= (const U4DVisibleEntity &value)
 Copy constructor for the visible entity. More...
 
virtual void updateAllUniforms ()
 
void loadRenderingInformation ()
 Method which loads all rendering information for the entiy.
 
std::string getFragmentShader ()
 get the name of the fragment shader More...
 
U4DRenderEntitygetRenderEntity ()
 
void setPipelineForPass (std::string uPipelineName, int uRenderPassKey)
 
void setPipeline (std::string uPipelineName)
 sets the pipeline for the default final pass More...
 
- Public Member Functions inherited from U4DEngine::U4DEntity
 U4DEntity ()
 Entity Constructor. It creates the entity with the local orientation set to zero and local position set to the origin. The forwad vector is set to (0.0,0.0,-1.0). Parent and Next pointer set to null.
 
 ~U4DEntity ()
 Entity Destructor.
 
 U4DEntity (const U4DEntity &value)
 Entity Copy Constructor.
 
U4DEntityoperator= (const U4DEntity &value)
 Entity Copy Constructor. More...
 
void setName (std::string uName)
 Method which sets the name of the Entity. More...
 
std::string getName ()
 Method which returns the name of the Entity. More...
 
void setEntityType (ENTITYTYPE uType)
 Method which sets the type of the Entity. More...
 
ENTITYTYPE getEntityType ()
 Method which returns the type of the Entity. More...
 
void setLocalSpace (U4DDualQuaternion &uLocalSpace)
 Method which sets the local space of the Entity. More...
 
void setLocalSpace (U4DMatrix4n &uMatrix)
 Method which sets the local space of the Entity. More...
 
U4DDualQuaternion getLocalSpace ()
 
U4DDualQuaternion getAbsoluteSpace ()
 Method which returns the absolute space of the Entity. More...
 
U4DQuaternion getLocalSpaceOrientation ()
 Method which returns the local orientation space of the Entity. More...
 
U4DQuaternion getLocalSpacePosition ()
 Method which returns the local position space of the Entity. More...
 
U4DQuaternion getAbsoluteSpaceOrientation ()
 Method which returns the absolute orientation space of the Entity. More...
 
U4DQuaternion getAbsoluteSpacePosition ()
 Method which returns the absolute position space of the Entity. More...
 
void setLocalSpaceOrientation (U4DQuaternion &uOrientation)
 Method which sets the local space orientation of the Entity. More...
 
void setLocalSpacePosition (U4DQuaternion &uPosition)
 Method which sets the local space position of the Entity. More...
 
U4DVector3n getLocalOrientation ()
 Method which returns the Local orientation of the Entity. More...
 
U4DVector3n getLocalPosition ()
 Method which returns the local position of the Entity. More...
 
U4DVector3n getAbsoluteOrientation ()
 Method which returns the absolute orientation of the Entity. More...
 
U4DVector3n getAbsolutePosition ()
 Method which returns the absolute position of the Entity. More...
 
U4DVector3n getEntityForwardVector ()
 Method which returns the forwad vector of the Entity. More...
 
void setEntityForwardVector (U4DVector3n &uForwardVector)
 Method which sets the forward vectof of the Entity. The default value is (0.0,0.0,-1.0) More...
 
U4DMatrix3n getAbsoluteMatrixOrientation ()
 Method which returns the absolute orientation of the Entity. More...
 
U4DMatrix3n getLocalMatrixOrientation ()
 Method which returns the local orientation of the Entity. More...
 
void translateTo (U4DVector3n &translation)
 Method which translates entity to a new position. More...
 
void translateTo (float x, float y, float z)
 Method which translates entity to a new position. More...
 
void translateTo (U4DVector2n &translation)
 Method which translates entity to a new position. More...
 
void translateBy (float x, float y, float z)
 Method which translates entity by certain amount. More...
 
void translateBy (U4DVector3n &translation)
 Method which translates entity by a certain amount. More...
 
void rotateTo (U4DQuaternion &rotation)
 Method which rotates entity to a new orientation. More...
 
void rotateBy (U4DQuaternion &rotation)
 Method which rotates entity by a certain amount. More...
 
void rotateTo (float angle, U4DVector3n &axis)
 Method which rotates entity to a new orientation. More...
 
void rotateBy (float angle, U4DVector3n &axis)
 Method which rotates entity by certain amount. More...
 
void rotateTo (float angleX, float angleY, float angleZ)
 Method which rotates entity to a new orientation. More...
 
void rotateBy (float angleX, float angleY, float angleZ)
 Method which rotates entity by a certain amount. More...
 
void rotateAboutAxis (float angle, U4DVector3n &axisOrientation, U4DVector3n &axisPosition)
 Method which rotates entity about an axis. More...
 
void rotateAboutAxis (U4DQuaternion &uOrientation, U4DVector3n &axisPosition)
 Method which rotates entity about an axis. More...
 
virtual void viewInDirection (U4DVector3n &uDestinationPoint)
 Method which sets the view direction of the entity. More...
 
virtual U4DVector3n getViewInDirection ()
 Method which rotates the view direction of the entiy. More...
 
void setZDepth (int uZDepth)
 Loads all rendering information for the entiy ‍/ virtual void loadRenderingInformation(){};. More...
 
int getZDepth ()
 Gets the z-depth value used for rendering ordering. More...
 
virtual bool changeState (INPUTELEMENTACTION uInputAction, U4DVector2n uPosition)
 
- Public Member Functions inherited from U4DEngine::U4DEntityNode< U4DEntity >
 U4DEntityNode ()
 Constructor for the class.
 
 U4DEntityNode (std::string uNodeName)
 
 ~U4DEntityNode ()
 Destructor for the class.
 
void addChild (U4DEntity *uChild)
 Method which adds a child node to a scenegraph. More...
 
void addChild (U4DEntity *uChild, U4DEntity *uNext)
 
void addChild (U4DEntity *uChild, int uZDepth)
 Method which adds a child entity to a scenegraph at a particular location. More...
 
void removeChild (U4DEntity *uChild)
 Method which removes a child node from the scenegraph. More...
 
void changeLastDescendant (U4DEntity *uNewLastDescendant)
 Method which changes the node's last descendant in the scenegraph. More...
 
U4DEntitygetFirstChild ()
 Method which returns the node's first child in the scenegraph. More...
 
U4DEntitygetLastChild ()
 Method which returns the node's last child in the scenegraph. More...
 
U4DEntitygetNextSibling ()
 Method which returns the node's next sibling in the scenegraph. More...
 
U4DEntitygetPrevSibling ()
 Method which returns the node's previous sibling in the scenegraph. More...
 
U4DEntityprevInPreOrderTraversal ()
 Method which returns the node's previous sibling in pre-order traversal order. More...
 
U4DEntitynextInPreOrderTraversal ()
 Method which returns the node's next pointer in pre-order traversal order. More...
 
bool isLeaf ()
 Method which returns true if the node represents a leaf node in the scenegraph. More...
 
bool isRoot ()
 Method which returns true if the node represents a root node in the scenegraph. More...
 
U4DEntitygetParent ()
 Gets the parent to the entity. More...
 
U4DEntitygetRootParent ()
 Gets the root parent (top parent in the scenegraph) of the entity. More...
 
U4DEntitysearchChild (std::string uName)
 

Public Attributes

U4DEntityManagerentityManager
 pointer to the entity manager
 
U4DVertexData bodyCoordinates
 Object which contains attribute data such as vertices.
 
- Public Attributes inherited from U4DEngine::U4DVisibleEntity
U4DRenderEntityrenderEntity
 pointer to the rendering entity
 
- Public Attributes inherited from U4DEngine::U4DEntity
U4DDualQuaternion localSpace
 Local Space of the entity.
 
U4DDualQuaternion absoluteSpace
 Absolute Space of the entity.
 
U4DTransformationtransformation
 U4DTransformation object pointer in charge of translating/rotating the entity.
 
U4DVector3n entityForwardVector
 Forward vector of the entity. This is used to compute the view-direction vector.
 
int zDepth
 z-depth used for rendering ordering
 
- Public Attributes inherited from U4DEngine::U4DEntityNode< U4DEntity >
U4DEntityparent
 Tree parent pointer.
 
U4DEntityprevSibling
 Tree previous sibling pointer.
 
U4DEntitynext
 Tree next pointer.
 
U4DEntitylastDescendant
 Tree last descendant pointer.
 

Additional Inherited Members

- Protected Attributes inherited from U4DEngine::U4DEntity
U4DVector3n localOrientation
 Entity local orientation.
 
U4DVector3n localPosition
 Entity local position.
 
U4DVector3n absoluteOrientation
 Entity absolute orientation.
 
U4DVector3n absolutePosition
 Entity absolute position.
 

Detailed Description

The U4DWorld class represents the View Component of the Model-View-Controller pattern.

Member Function Documentation

◆ buildGrid()

void U4DEngine::U4DWorld::buildGrid ( )

renders the grid in the world

the grid consists of white lines going across the x-axis and z-axis

◆ changeVisibilityInterval()

void U4DEngine::U4DWorld::changeVisibilityInterval ( float  uValue)

change the current visibility interval. The default is 0.5.

This interval determines how fast the BVH is computed to determine which 3D models are within the camera frustum. The lower this interval, the faster the BVH is computed.

Parameters
uValuetime interval.

◆ getEntityManager()

U4DEntityManager * U4DEngine::U4DWorld::getEntityManager ( )

gets the pointer to the game entity manager

Returns
pointer to the entity manager

◆ getGameController()

U4DControllerInterface * U4DEngine::U4DWorld::getGameController ( )

gets the game controller interface used in the game. Such as iOS touch, gamepads, mouse/keyboard, etc

Returns
game controller interface

◆ getGameLogic()

U4DGameLogicInterface * U4DEngine::U4DWorld::getGameLogic ( )

gets the game model (logic) interface.

Returns
pointer to the game model interface

◆ init()

virtual void U4DEngine::U4DWorld::init ( )
inlinevirtual

Initialization method for the game.

All game objects should be created, initialized and added into the scenegraph here.

◆ render()

void U4DEngine::U4DWorld::render ( id< MTLRenderCommandEncoder >  uRenderEncoder)
virtual

Renders the current entity.

Updates the space matrix, any rendering flags. It encodes the pipeline, buffers and issues the draw command

Parameters
uRenderEncoderMetal encoder object for the current entity

Reimplemented from U4DEngine::U4DVisibleEntity.

◆ setEnableGrid()

void U4DEngine::U4DWorld::setEnableGrid ( bool  uValue)

sets whether or not to render the world grid

Parameters
uValuetrue to render the world grid. False otherwise

◆ setGameController()

void U4DEngine::U4DWorld::setGameController ( U4DControllerInterface uGameController)

sets the game controller interface

the game controller interface could be use iOS touch, Game pads, mouse/keyboard, etc

Parameters
uGameControllergame controller interface

◆ setGameLogic()

void U4DEngine::U4DWorld::setGameLogic ( U4DGameLogicInterface uGameLogic)

sets the game model (logic) for the game

Parameters
uGameLogicpointer to the game logic interface

◆ update()

void U4DEngine::U4DWorld::update ( double  dt)
inlinevirtual

Method which updates the state of the World.

Parameters
dtTime-step value

Reimplemented from U4DEngine::U4DVisibleEntity.