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Apparatus
Version 1.21
ECS data-oriented workflow for Unreal Engine.
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The mechanical actor entity. More...
#include <MechanicalActor.h>
Public Member Functions | |
AMechanicalActor () | |
Construct a new mechanism. More... | |
~AMechanicalActor () | |
Destroy the mechanism. More... | |
virtual float | GetSteadyDeltaTime () const override |
Get the time interval for steady ticking. More... | |
virtual float | GetOwnTime () const override |
Get own Mechanical's local life time. More... | |
virtual void | Tick (float DeltaTime) override |
float | GetProcessedSteadyTime () const |
Get the time of the last processed steady frame. More... | |
float | CalcSteadyFrameRatio () const |
The current ratio within the steady frame. More... | |
int64 | GetSteadyFrame () const |
The current steady frame. More... | |
float | GetSteadyTime () const |
The total steady time elapsed. More... | |
float | CalcSteadyFutureFactor () const |
The current steady future factor. More... | |
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AMechanism * | GetMechanism () const |
Get the mechanism this mechanical is part of. More... | |
FSubjectHandle | SpawnSubject (const EFlagmark Flagmark=FM_None) |
Spawn a new subject, returning its handle. More... | |
template<typename ChainT = TChain<TChunkIt<FSubjectHandle>, TBeltIt<FSubjectHandle>>> | |
TSharedRef< ChainT > | Enchain (const FFilter &InFilter) const |
Enchain iterables using the supplied filter. More... | |
TSharedRef< TChain< TChunkIt< FSolidSubjectHandle >, TBeltIt< FSolidSubjectHandle > > > | EnchainSolid (const FFilter &InFilter) const |
Solid-enchain iterables using the supplied filter. More... | |
void | ReceiveBoot () |
Process newly created subjects. More... | |
void | ReceiveInputTick () |
Process a pre-steady input tick. More... | |
void | ReceiveSteadyTick (float DeltaSeconds) |
Process a fixed-rate steady tick. More... | |
void | ReceivePresentationTick (float DeltaSeconds, float FrameRatio, float FutureFactor) |
Process a past-steady presentation tick. More... | |
virtual void | Boot () |
Process newly created subjects. More... | |
virtual void | InputTick () |
Process a pre-steady input tick. More... | |
virtual void | SteadyTick (float DeltaTime) |
Process a fixed-rate steady tick. More... | |
virtual void | PresentationTick (float DeltaSeconds, float FrameRatio, float FutureFactor) |
Process a past-steady presentation tick. More... | |
IMechanical () | |
float | GetProcessedSteadyTime () const |
Get the time of the last processed steady frame. More... | |
float | CalcSteadyFrameRatio () const |
The current ratio within the steady frame. More... | |
void | GetSteadyFrame (int64 &OutFrame) const |
Get the current steady frame. More... | |
float | GetSteadyTime () const |
Get the total steady time elapsed. More... | |
float | CalcSteadyFutureFactor () const |
The current steady future factor. More... | |
Protected Member Functions | |
virtual void | BeginPlay () override |
Begin executing the mechanism. More... | |
virtual void | EndPlay (const EEndPlayReason::Type EndPlayReason) override |
End executing the mechanism. More... | |
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virtual void | DoTick (float NewTime, float DeltaTime, float SteadyDeltaTime) |
Perform a standard ticking routine. More... | |
void | DoRegister () |
void | DoUnregister () |
void | DoPostLogin (APlayerController *NewPlayer) |
float | DoGetProcessedSteadyTime (float SteadyDeltaTime) const |
float | DoCalcSteadyFrameRatio (const float Time, const float SteadyDeltaTime) const |
float | DoCalcSteadyFutureFactor (const float Time, const float SteadyDeltaTime) const |
float | GetProcessedSteadyTime_Implementation () const |
float | CalcSteadyFrameRatio_Implementation () const |
void | GetSteadyFrame_Implementation (int64 &OutFrame) const |
float | CalcSteadyFutureFactor_Implementation () const |
float | GetSteadyTime_Implementation () const |
Additional Inherited Members | |
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int64 | SteadyFrame = 0 |
The steady frame we are currently part of. More... | |
int64 | ProcessedSteadyFrame = -1 |
The last, actually processed steady frame. More... | |
float | PrevTime = NAN |
The game time of the previous tick. More... | |
uint32 | bInsideTick: 1 |
Is this mechanism currently updating? More... | |
uint32 | bInsideSteadyTick: 1 |
Is this mechanism currently in the process of steady ticking? More... | |
uint32 | bInsidePresentationTick: 1 |
Is this mechanism currently in the process of presentation ticking? More... | |
The mechanical actor entity.
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inline |
Construct a new mechanism.
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inline |
Destroy the mechanism.
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inlineoverrideprotectedvirtual |
Begin executing the mechanism.
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inline |
The current ratio within the steady frame.
This is in relation between the previous steady frame and the current next one. Should be used for interframe interpolation.
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inline |
The current steady future factor.
This is in relation between the previous change time delta to the next steady frame change delta time.
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inlineoverrideprotectedvirtual |
End executing the mechanism.
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inlineoverridevirtual |
Get own Mechanical's local life time.
Should be overriden in the descendants.
Reimplemented from IMechanical.
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inline |
Get the time of the last processed steady frame.
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inlineoverridevirtual |
Get the time interval for steady ticking.
Should be overriden in the descendants to provide a propertie's value.
Reimplemented from IMechanical.
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inline |
The current steady frame.
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inline |
The total steady time elapsed.
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inlineoverridevirtual |