Sophie

Sophie

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crystalspace-doc-1.2.1-5mdv2010.0.i586.rpm

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<h1>iMovable Struct Reference<br>
<small>
[<a class="el" href="group__engine3d.html">Crystal Space 3D Engine</a>]</small>
</h1><!-- doxytag: class="iMovable" --><!-- doxytag: inherits="iBase" -->This interface represents the position and orientation of an object relative to its parent (this is the transformation between local object space of the model and world space (i.e.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="movable_8h-source.html">iengine/movable.h</a>&gt;</code>
<p>
<div class="dynheader">
Inheritance diagram for iMovable:</div>
<div class="dynsection">
<p><center><img src="structiMovable__inherit__graph.png" border="0" usemap="#iMovable__inherit__map" alt="Inheritance graph"></center>
<map name="iMovable__inherit__map">
<area shape="rect" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one..." alt="" coords="16,7,72,33"></map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center></div>

<p>
<a href="structiMovable-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#cc1f53d0610d63be900bc8e36f3318f0">AddListener</a> (<a class="el" href="structiMovableListener.html">iMovableListener</a> *listener)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Add a listener to this movable.  <a href="#cc1f53d0610d63be900bc8e36f3318f0"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#f1f7b01a9b926ac6fdfdbd69bde35209">ClearSectors</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Clear the list of sectors.  <a href="#f1f7b01a9b926ac6fdfdbd69bde35209"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <a class="el" href="classcsVector3.html">csVector3</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#ff2e012ab706cf147bbc7c345c1773e8">GetFullPosition</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the current position but keep track of hierarchical transformations.  <a href="#ff2e012ab706cf147bbc7c345c1773e8"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <br>
<a class="el" href="classcsReversibleTransform.html">csReversibleTransform</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#71031bca8f0b1f6a2b69eb16afe0bd3f">GetFullTransform</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Construct the full world to object transformation given this transformation and possible parents transformations.  <a href="#71031bca8f0b1f6a2b69eb16afe0bd3f"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#23b790289b7bcf5ba2c2ea29813af55b">GetPosition</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the current position.  <a href="#23b790289b7bcf5ba2c2ea29813af55b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structiSceneNode.html">iSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#143c8f53fdcb9d6fa3e8ae52af4c44ac">GetSceneNode</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the scene node that this movable belongs too.  <a href="#143c8f53fdcb9d6fa3e8ae52af4c44ac"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structiSectorList.html">iSectorList</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#5bb2f5f74320a6d075f0b5eb4089c542">GetSectors</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the list of sectors for this object.  <a href="#5bb2f5f74320a6d075f0b5eb4089c542"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <br>
<a class="el" href="classcsReversibleTransform.html">csReversibleTransform</a> &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#df725ce95c804fef5fefe25fbd3e6514">GetTransform</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the world to object tranformation.  <a href="#df725ce95c804fef5fefe25fbd3e6514"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual long&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#07109bafd4485c1ecf5dc98f2c1c9c37">GetUpdateNumber</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A number which indicates if the movable has been updated.  <a href="#07109bafd4485c1ecf5dc98f2c1c9c37"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#5b60bc0b6c33cd3c28bf88b2ae571e7d">InSector</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Return true if we are placed in a sector (i.e.  <a href="#5b60bc0b6c33cd3c28bf88b2ae571e7d"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#fbe4e4cc05e8bef83b5a87cbe70e925c">IsFullTransformIdentity</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Return true if the movable transformation is an identity transformation and the (optional) parent of this movable also is has identity transformation.  <a href="#fbe4e4cc05e8bef83b5a87cbe70e925c"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#b11f37e2563c48eaa2f91fe27e1fd13d">IsTransformIdentity</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This function returns true if the movable transformation is an identity transformation.  <a href="#b11f37e2563c48eaa2f91fe27e1fd13d"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#26d2b27c3bbb4093d0bad2dd7b9a0fad">MovePosition</a> (const <a class="el" href="classcsVector3.html">csVector3</a> &amp;v)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Relative move.  <a href="#26d2b27c3bbb4093d0bad2dd7b9a0fad"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#6f9bfea3cc2015e602ddc4eb073151eb">RemoveListener</a> (<a class="el" href="structiMovableListener.html">iMovableListener</a> *listener)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Remove a listener from this movable.  <a href="#6f9bfea3cc2015e602ddc4eb073151eb"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#dd59bf7008e10e9ea243e10b3f3adfca">SetPosition</a> (const <a class="el" href="classcsVector3.html">csVector3</a> &amp;v)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the transformation vector for this object.  <a href="#dd59bf7008e10e9ea243e10b3f3adfca"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#bd0daa3b5e46488ecc7704d5d270200c">SetPosition</a> (<a class="el" href="structiSector.html">iSector</a> *home, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;v)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the transformation vector and sector to move to some position.  <a href="#bd0daa3b5e46488ecc7704d5d270200c"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#05bbc2bbc84e0e2ca086af0d06505601">SetSector</a> (<a class="el" href="structiSector.html">iSector</a> *sector)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Initialize the list of sectors to one sector where this object is.  <a href="#05bbc2bbc84e0e2ca086af0d06505601"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#ee2397567d1d08882d82a9c2d9f8ab5d">SetTransform</a> (const <a class="el" href="classcsReversibleTransform.html">csReversibleTransform</a> &amp;t)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the world to object tranformation.  <a href="#ee2397567d1d08882d82a9c2d9f8ab5d"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#20419948d260275da29b87eacaab0b84">SetTransform</a> (const <a class="el" href="classcsMatrix3.html">csMatrix3</a> &amp;matrix)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the transformation matrix for this entity.  <a href="#20419948d260275da29b87eacaab0b84"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#c7f00808f85975bbe4cae1d830b52714">Transform</a> (const <a class="el" href="classcsMatrix3.html">csMatrix3</a> &amp;matrix)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Relative transform.  <a href="#c7f00808f85975bbe4cae1d830b52714"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#ad01f94380193c0bf360c1e7d86a57cd">TransformIdentity</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the transform of this movable to the identity transform (i.e.  <a href="#ad01f94380193c0bf360c1e7d86a57cd"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMovable.html#70cc7fd24b69c74de210677d75e97544">UpdateMove</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">After all movement has been done you need to call <a class="el" href="structiMovable.html#70cc7fd24b69c74de210677d75e97544" title="After all movement has been done you need to call UpdateMove() to make the final...">UpdateMove()</a> to make the final changes to the object that is controlled by this movable.  <a href="#70cc7fd24b69c74de210677d75e97544"></a><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
This interface represents the position and orientation of an object relative to its parent (this is the transformation between local object space of the model and world space (i.e. 
<p>
where it is in the world)). Movables are attached to objects (like meshes). For example, use iMeshWrapper-&gt;GetMovable()) to get the movable belonging to some mesh.<p>
The parent of an object can be null in which case it is positioned relative to world space coordinates. The parent of an object can also be another object in which case the transformation is relative to that other object (and possible other objects from which that parent is itself a child).<p>
Usually models are defined with the local origin (0,0,0) somewhere in the model. Sometimes in the center or the center-bottom depending on what is easiest. It is important to realize that all position setting routines below operate relative to the local origin of the object.<p>
Main ways to get pointers to this interface:<ul>
<li><a class="el" href="structiMeshWrapper.html#be24a82741ed41c16658b8542fd4ca64" title="Get the movable instance for this object.">iMeshWrapper::GetMovable()</a></li><li><a class="el" href="structiLight.html#6ad70e7c68c0adbf0f7da50d5fa6e937" title="Get the movable for this light.">iLight::GetMovable()</a></li><li><a class="el" href="structiSceneNode.html#2916081f052599ce3e5d9af7994da914" title="Get the movable for this scene node.">iSceneNode::GetMovable()</a></li></ul>
<p>
Main users of this interface:<ul>
<li><a class="el" href="structiEngine.html" title="This interface is the main interface to the 3D engine.">iEngine</a> </li></ul>

<p>Definition at line <a class="el" href="movable_8h-source.html#l00087">87</a> of file <a class="el" href="movable_8h-source.html">movable.h</a>.</p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="cc1f53d0610d63be900bc8e36f3318f0"></a><!-- doxytag: member="iMovable::AddListener" ref="cc1f53d0610d63be900bc8e36f3318f0" args="(iMovableListener *listener)=0" -->
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          <td class="memname">virtual void iMovable::AddListener           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiMovableListener.html">iMovableListener</a> *&nbsp;</td>
          <td class="paramname"> <em>listener</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
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<div class="memdoc">

<p>
Add a listener to this movable. 
<p>
This listener will be called whenever the movable changes (when <a class="el" href="structiMovable.html#70cc7fd24b69c74de210677d75e97544" title="After all movement has been done you need to call UpdateMove() to make the final...">UpdateMove()</a> is called) or right before the movable is destroyed. 
</div>
</div><p>
<a class="anchor" name="f1f7b01a9b926ac6fdfdbd69bde35209"></a><!-- doxytag: member="iMovable::ClearSectors" ref="f1f7b01a9b926ac6fdfdbd69bde35209" args="()=0" -->
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          <td class="memname">virtual void iMovable::ClearSectors           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
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<p>
Clear the list of sectors. 
<p>
This basically makes the object invisible as it will not be present in any sector. The object will still be present in the engine though. This function does not do anything if the parent is not 0. You have to call <a class="el" href="structiMovable.html#70cc7fd24b69c74de210677d75e97544" title="After all movement has been done you need to call UpdateMove() to make the final...">UpdateMove()</a> after changing the sector information. 
</div>
</div><p>
<a class="anchor" name="ff2e012ab706cf147bbc7c345c1773e8"></a><!-- doxytag: member="iMovable::GetFullPosition" ref="ff2e012ab706cf147bbc7c345c1773e8" args="() const =0" -->
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          <td class="memname">virtual const <a class="el" href="classcsVector3.html">csVector3</a> iMovable::GetFullPosition           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [pure virtual]</code></td>
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<div class="memdoc">

<p>
Get the current position but keep track of hierarchical transformations. 
<p>
So the returned vector will be the world space coordinate where this object really is. 
</div>
</div><p>
<a class="anchor" name="71031bca8f0b1f6a2b69eb16afe0bd3f"></a><!-- doxytag: member="iMovable::GetFullTransform" ref="71031bca8f0b1f6a2b69eb16afe0bd3f" args="() const =0" -->
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          <td class="memname">virtual <a class="el" href="classcsReversibleTransform.html">csReversibleTransform</a> iMovable::GetFullTransform           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [pure virtual]</code></td>
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<div class="memdoc">

<p>
Construct the full world to object transformation given this transformation and possible parents transformations. 
<p>

</div>
</div><p>
<a class="anchor" name="23b790289b7bcf5ba2c2ea29813af55b"></a><!-- doxytag: member="iMovable::GetPosition" ref="23b790289b7bcf5ba2c2ea29813af55b" args="() const =0" -->
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          <td class="memname">virtual const <a class="el" href="classcsVector3.html">csVector3</a>&amp; iMovable::GetPosition           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [pure virtual]</code></td>
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<div class="memdoc">

<p>
Get the current position. 
<p>
Remember that positions are relative to some sector. <p>
This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function returns the position relative to the parent. 
</div>
</div><p>
<a class="anchor" name="143c8f53fdcb9d6fa3e8ae52af4c44ac"></a><!-- doxytag: member="iMovable::GetSceneNode" ref="143c8f53fdcb9d6fa3e8ae52af4c44ac" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="structiSceneNode.html">iSceneNode</a>* iMovable::GetSceneNode           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
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<p>
Get the scene node that this movable belongs too. 
<p>

</div>
</div><p>
<a class="anchor" name="5bb2f5f74320a6d075f0b5eb4089c542"></a><!-- doxytag: member="iMovable::GetSectors" ref="5bb2f5f74320a6d075f0b5eb4089c542" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="structiSectorList.html">iSectorList</a>* iMovable::GetSectors           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
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<p>
Get the list of sectors for this object. 
<p>
Using this list you can get and set all sectors that this object is in. Note that if an object crosses a portal then you should in theory add every touched sector to this list of sectors. If objects are small then you can get away by not doing this. But it is possible that you will get render/clipping errors. There is a convenience function (iMeshWrapper-&gt;PlaceMesh()) which will attempt to find all sectors a mesh is in and update the movable. <p>
This will return the sectors of the parent if there is a parent. 
</div>
</div><p>
<a class="anchor" name="df725ce95c804fef5fefe25fbd3e6514"></a><!-- doxytag: member="iMovable::GetTransform" ref="df725ce95c804fef5fefe25fbd3e6514" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classcsReversibleTransform.html">csReversibleTransform</a>&amp; iMovable::GetTransform           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
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Get the world to object tranformation. 
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This==object and Other==world so This2Other() transforms from object to world space. If you modify this transform you have to call <a class="el" href="structiMovable.html#70cc7fd24b69c74de210677d75e97544" title="After all movement has been done you need to call UpdateMove() to make the final...">UpdateMove()</a> later. <p>
This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will get the transformation relative to the parent. 
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<a class="anchor" name="07109bafd4485c1ecf5dc98f2c1c9c37"></a><!-- doxytag: member="iMovable::GetUpdateNumber" ref="07109bafd4485c1ecf5dc98f2c1c9c37" args="() const =0" -->
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A number which indicates if the movable has been updated. 
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One can use this number to see if the position of the object has changed since the last time it was checked. 
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<a class="anchor" name="5b60bc0b6c33cd3c28bf88b2ae571e7d"></a><!-- doxytag: member="iMovable::InSector" ref="5b60bc0b6c33cd3c28bf88b2ae571e7d" args="() const =0" -->
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Return true if we are placed in a sector (i.e. 
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visible). 
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<a class="anchor" name="fbe4e4cc05e8bef83b5a87cbe70e925c"></a><!-- doxytag: member="iMovable::IsFullTransformIdentity" ref="fbe4e4cc05e8bef83b5a87cbe70e925c" args="() const =0" -->
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Return true if the movable transformation is an identity transformation and the (optional) parent of this movable also is has identity transformation. 
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Only in this case can you know that the object has the same object space coordinates as world space coordinates. Basically this function will return true if <a class="el" href="structiMovable.html#71031bca8f0b1f6a2b69eb16afe0bd3f" title="Construct the full world to object transformation given this transformation and possible...">GetFullTransform()</a> would return the identity transform. 
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<a class="anchor" name="b11f37e2563c48eaa2f91fe27e1fd13d"></a><!-- doxytag: member="iMovable::IsTransformIdentity" ref="b11f37e2563c48eaa2f91fe27e1fd13d" args="() const =0" -->
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This function returns true if the movable transformation is an identity transformation. 
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As soon as the object is moved this function will return false. You can use 'TransformIdentity()' to go back to the identity transform which will again let this flag return true. Note that this flag is only relevant for the transform of this movable and doesn't look at the transforms of the parents. Use <a class="el" href="structiMovable.html#fbe4e4cc05e8bef83b5a87cbe70e925c" title="Return true if the movable transformation is an identity transformation and the (optional)...">IsFullTransformIdentity()</a> for that. <p>
The engine and visibility cullers can use this information to optimize stuff a bit. <p>
This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will only test the local transform for identity. 
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<a class="anchor" name="26d2b27c3bbb4093d0bad2dd7b9a0fad"></a><!-- doxytag: member="iMovable::MovePosition" ref="26d2b27c3bbb4093d0bad2dd7b9a0fad" args="(const csVector3 &amp;v)=0" -->
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Relative move. 
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Note that this function will not check for collision detection or portals. <p>
This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will move relative to the parent. 
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<a class="anchor" name="6f9bfea3cc2015e602ddc4eb073151eb"></a><!-- doxytag: member="iMovable::RemoveListener" ref="6f9bfea3cc2015e602ddc4eb073151eb" args="(iMovableListener *listener)=0" -->
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          <td class="paramname"> <em>listener</em>          </td>
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Remove a listener from this movable. 
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<a class="anchor" name="dd59bf7008e10e9ea243e10b3f3adfca"></a><!-- doxytag: member="iMovable::SetPosition" ref="dd59bf7008e10e9ea243e10b3f3adfca" args="(const csVector3 &amp;v)=0" -->
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<p>
Set the transformation vector for this object. 
<p>
Note that the sectors and orientation are unchanged. You have to call <a class="el" href="structiMovable.html#70cc7fd24b69c74de210677d75e97544" title="After all movement has been done you need to call UpdateMove() to make the final...">UpdateMove()</a> after changing the position of an object. <p>
This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will set the position relative to the parent. 
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<a class="anchor" name="bd0daa3b5e46488ecc7704d5d270200c"></a><!-- doxytag: member="iMovable::SetPosition" ref="bd0daa3b5e46488ecc7704d5d270200c" args="(iSector *home, const csVector3 &amp;v)=0" -->
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<p>
Set the transformation vector and sector to move to some position. 
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This call doesn't change the orientation of the model. You have to call <a class="el" href="structiMovable.html#70cc7fd24b69c74de210677d75e97544" title="After all movement has been done you need to call UpdateMove() to make the final...">UpdateMove()</a> after changing the position of an object. <p>
This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will set the position relative to the parent. 
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<a class="anchor" name="05bbc2bbc84e0e2ca086af0d06505601"></a><!-- doxytag: member="iMovable::SetSector" ref="05bbc2bbc84e0e2ca086af0d06505601" args="(iSector *sector)=0" -->
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Initialize the list of sectors to one sector where this object is. 
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This is a convenience funcion. Calling this function makes the object visible in this sector. Use <a class="el" href="structiMovable.html#5bb2f5f74320a6d075f0b5eb4089c542" title="Get the list of sectors for this object.">GetSectors()</a> if you want to have more control over where the object really is. This function does not do anything if the parent is not 0. You have to call <a class="el" href="structiMovable.html#70cc7fd24b69c74de210677d75e97544" title="After all movement has been done you need to call UpdateMove() to make the final...">UpdateMove()</a> after changing the sector information. 
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<a class="anchor" name="ee2397567d1d08882d82a9c2d9f8ab5d"></a><!-- doxytag: member="iMovable::SetTransform" ref="ee2397567d1d08882d82a9c2d9f8ab5d" args="(const csReversibleTransform &amp;t)=0" -->
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          <td class="paramname"> <em>t</em>          </td>
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<p>
Set the world to object tranformation. 
<p>
This==object and Other==world for the transform. <p>
<b>WARNING:</b> Do not scale objects using the transform in the movable! Several subsystems in Crystal Space (like collision detection and visibility culling) don't work properly if you do that. Instead use <a class="el" href="structiMeshWrapper.html" title="A mesh wrapper is an engine-level object that wraps around an actual mesh object...">iMeshWrapper</a> or iMeshFactoryWrapper-&gt;HardTransform() to scale. <p>
This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will set the transformation relative to the parent. 
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<a class="anchor" name="20419948d260275da29b87eacaab0b84"></a><!-- doxytag: member="iMovable::SetTransform" ref="20419948d260275da29b87eacaab0b84" args="(const csMatrix3 &amp;matrix)=0" -->
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          <td class="paramname"> <em>matrix</em>          </td>
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<p>
Set the transformation matrix for this entity. 
<p>
You have to call <a class="el" href="structiMovable.html#70cc7fd24b69c74de210677d75e97544" title="After all movement has been done you need to call UpdateMove() to make the final...">UpdateMove()</a> after changing the transform of an object. <p>
<b>WARNING:</b> Do not scale objects using the transform in the movable! Several subsystems in Crystal Space (like collision detection and visibility culling) don't work properly if you do that. Instead use <a class="el" href="structiMeshWrapper.html" title="A mesh wrapper is an engine-level object that wraps around an actual mesh object...">iMeshWrapper</a> or iMeshFactoryWrapper-&gt;HardTransform() to scale. <p>
This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will set the transformation relative to the parent. 
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<a class="anchor" name="c7f00808f85975bbe4cae1d830b52714"></a><!-- doxytag: member="iMovable::Transform" ref="c7f00808f85975bbe4cae1d830b52714" args="(const csMatrix3 &amp;matrix)=0" -->
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          <td class="paramname"> <em>matrix</em>          </td>
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<p>
Relative transform. 
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This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will move relative to the parent. 
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<a class="anchor" name="ad01f94380193c0bf360c1e7d86a57cd"></a><!-- doxytag: member="iMovable::TransformIdentity" ref="ad01f94380193c0bf360c1e7d86a57cd" args="()=0" -->
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<p>
Set the transform of this movable to the identity transform (i.e. 
<p>
not moving at all). You have to call <a class="el" href="structiMovable.html#70cc7fd24b69c74de210677d75e97544" title="After all movement has been done you need to call UpdateMove() to make the final...">UpdateMove()</a> after calling this. <p>
This function ignores the hierarchical transformation this movable may be part off. If part of a hierarchical transformation this function will only set the local transform to identity. 
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<a class="anchor" name="70cc7fd24b69c74de210677d75e97544"></a><!-- doxytag: member="iMovable::UpdateMove" ref="70cc7fd24b69c74de210677d75e97544" args="()=0" -->
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After all movement has been done you need to call <a class="el" href="structiMovable.html#70cc7fd24b69c74de210677d75e97544" title="After all movement has been done you need to call UpdateMove() to make the final...">UpdateMove()</a> to make the final changes to the object that is controlled by this movable. 
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This is very important! This function is responsible for calling all movement listeners. If you do not call this function then the visibility cullers will not work right (among other things). <p>
<a class="el" href="structiMovable.html#70cc7fd24b69c74de210677d75e97544" title="After all movement has been done you need to call UpdateMove() to make the final...">UpdateMove()</a> will also check for the transform being the identity transform and in that case it will set the identity flag to true. 
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<hr>The documentation for this struct was generated from the following file:<ul>
<li>iengine/<a class="el" href="movable_8h-source.html">movable.h</a></ul>
<hr size="1"><address><small>Generated for Crystal Space 1.2.1 by 
<a href="http://www.doxygen.org/index.html">doxygen</a> 1.5.3 
</small></address> </div></body> </html>