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virtual | ~GamePlanet () |
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virtual void | AddFog (const std::vector< AtmosphericFogMesh > &, bool optical_illusion) |
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Vector | AddSpaceElevator (const std::string &name, const std::string &faction, char direction) |
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void | AddAtmosphere (const std::string &texture, float radius, BLENDFUNC blendSrc, BLENDFUNC blendDst, bool inside_out) |
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void | AddRing (const std::string &texture, float iradius, float oradius, const QVector &r, const QVector &s, int slices, int numwrapx, int numwrapy, BLENDFUNC blendSrc, BLENDFUNC blendDst) |
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void | AddCity (const std::string &texture, float radius, int numwrapx, int numwrapy, BLENDFUNC blendSrc, BLENDFUNC blendDst, bool inside_out=false, bool reverse_normals=true) |
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void | DisableLights () |
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void | EnableLights () |
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virtual void | Draw (const Transformation &quat=identity_transformation, const Matrix &m=identity_matrix) |
| Draws this unit with the transformation and matrix (should be equiv) separately. More...
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void | DrawTerrain () |
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virtual void | Kill (bool erasefromsave=false) |
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PlanetaryTransform * | setTerrain (ContinuousTerrain *, float ratiox, int numwraps, float scaleatmos) |
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ContinuousTerrain * | getTerrain (PlanetaryTransform *&t) |
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void | setAtmosphere (Atmosphere *) |
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Atmosphere * | getAtmosphere () |
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void | reactToCollision (Unit *smaller, const QVector &biglocation, const Vector &bignormal, const QVector &smalllocation, const Vector &smallnormal, float dist) |
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| GameUnit (int dummy) |
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| GameUnit (std::vector< Mesh * > &meshes, bool Subunit, int faction) |
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| GameUnit (const char *filename, bool SubUnit, int faction, std::string customizedUnit=std::string(""), Flightgroup *flightgroup=NULL, int fg_subnumber=0, std::string *netxml=NULL) |
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virtual | ~GameUnit () |
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int | nummesh () const |
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UnitImages< void > & | GetImageInformation () |
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bool | RequestClearance (Unit *dockingunit) |
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void | UpgradeInterface (Unit *base) |
| Loads a user interface for the user to upgrade his ship. More...
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virtual void | Cloak (bool cloak) |
| The name (type) of this unit shouldn't be public. More...
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void | Split (int level) |
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void | FixGauges () |
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void | UpdateHudMatrix (int whichcam) |
| Sets the camera to be within this unit. More...
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VSSprite * | getHudImage () const |
| What's the HudImage of this unit. More...
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virtual void | Draw (const Transformation &quat) |
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virtual void | Draw () |
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virtual void | DrawNow (const Matrix &m, float lod=1000000000) |
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virtual void | DrawNow () |
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void | addHalo (const char *filename, const QVector &loc, const Vector &size, const GFXColor &col, std::string halo_type, float halo_speed) |
| Deprecated. More...
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virtual void | applyTechniqueOverrides (const std::map< std::string, std::string > &overrides) |
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bool | TransferUnitToSystem (unsigned int whichJumpQueue, StarSystem *&previouslyActiveStarSystem, bool DoSightAndSound) |
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bool | Explode (bool draw, float timeit) |
| Begin and continue explosion. More...
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bool | queryFrustum (double frustum[6][4]) const |
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*bool | querySphereClickList (int, int, float err, Camera *activeCam) |
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virtual void | UpdatePhysics2 (const Transformation &trans, const Transformation &old_physical_state, const Vector &accel, float difficulty, const Matrix &transmat, const Vector &CumulativeVelocity, bool ResolveLast, UnitCollection *uc=NULL) |
| returns true if jump possible even if not taken More...
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void | Thrust (const Vector &amt, bool afterburn=false) |
| Thrusts by ammt and clamps accordingly (afterburn or not) More...
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Vector | ResolveForces (const Transformation &, const Matrix &) |
| Resolves forces of given unit on a physics frame. More...
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virtual void | ArmorDamageSound (const Vector &pnt) |
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virtual void | HullDamageSound (const Vector &pnt) |
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float | DealDamageToShield (const Vector &pnt, float &Damage) |
| applies damage from the given pnt to the shield, and returns % damage applied and applies lighitn More...
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bool | UpgradeSubUnits (const Unit *up, int subunitoffset, bool touchme, bool downgrade, int &numave, double &percentage) |
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double | Upgrade (const std::string &file, int mountoffset, int subunitoffset, bool force, bool loop_through_mounts) |
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Matrix | WarpMatrix (const Matrix &ctm) const |
| Holds temporary values for inter-function XML communication Saves deprecated restr info. More...
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Definition at line 25 of file planet.h.
Draws this unit with the transformation and matrix (should be equiv) separately.
somehow warp unit to reasonable place outisde of planet
Reimplemented from GameUnit< class Planet >.
Definition at line 362 of file planet.cpp.
References _Universe, Universe::AccessCamera(), c, Animation::Draw(), GameUnit< UnitType >::Draw(), Camera::GetPosition(), VegaConfig::getVariable(), GFXLoadIdentity(), GFXSetLight(), i, StarSystemGent::lights, MatrixToVectors(), MODEL, XMLSupport::parse_int(), POSITION, q, QVector, Animation::SetOrientation(), Animation::SetPosition(), Vector, and vs_config.
370 static int counter = 0;
371 if (counter++ > 100) {
372 if (t.Magnitude() < corner_max.i) {
378 #ifdef PLANETARYTRANSFORM
379 terrain->DisableUpdate();
385 for (
unsigned int i = 0;
i <
lights.size();
i++)
387 if (inside && terrain)
395 static int num_shine_drawing =
397 for (
int i = 0; i < num_shine_drawing; ++i)