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Voxellancer
0.3
A game about voxels in space
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#include <boardcomputer.h>
Public Member Functions | |
| BoardComputer (WorldObject *worldObject) | |
| WorldObject * | worldObject () |
| const EngineState & | engineState () const |
| void | moveTo (const glm::vec3 &position, bool decelerate=true) |
| void | rotateTo (const glm::vec3 &position, const glm::vec3 &up=glm::vec3(0, 0, 0)) |
| void | shootBullet (const std::vector< Handle< WorldObject >> &targets) |
| void | shootRockets (Handle< WorldObject > &target) |
| void | update (float deltaSec) |
Protected Member Functions | |
| glm::vec3 | rotateUpTo (const glm::vec3 &up) |
| glm::vec3 | rotateUpAuto (const glm::quat &rotation) |
Protected Attributes | |
| WorldObject * | m_worldObject |
| EngineState | m_engineState |
| bool | m_overwriteEngineState |
The BoardComputer abstracts the Ship's systems to a level usable to AiTask, Character and Player