Territory
Derived Object created based on datafiles. Can be cast to and from an Object@.
Members
-
bool
alwaysVisible
— Whether the object can be seen from any distance.
-
float
sightRange
— Radius around which the object can see other objects.
-
vec3d
position
— Current position in space.
-
vec3d
velocity
— Current momentary velocity.
-
vec3d
acceleration
— Current acceleration vector.
-
quaterniond
rotation
— Rotation/facing expressed as a quaternion.
-
double
radius
— Radius of the object's bounding sphere and size of its visuals.
-
int
id
— Unique identifier referring to this object.
-
Region@
region
— Member created from datafiles.
Empire@
get_owner(
) const
Returns
Empire@
: The empire that owns this object.
string
get_name(
) const
Returns
string
: Name of the object.
bool
get_valid(
) const
Returns
bool
: Whether the object is valid and not a zombie. Zombies are objects that have already been destroyed but are awaiting disposal.
bool
isFocus(
) const
Returns
bool
: Whether the object is a focus object. Focus objects have higher priority for interpolation and syncing.
void
focus(
)
Mark the object as a focus object. Focus decays and should be set periodically on accessed objects.
Node@
getNode(
) const
Returns the node associated with the object. Asynchronous.
vec3d
get_node_position(
)
Returns
vec3d
: The absolute physical position of the object's graphics node this frame. Can be different from the object position due to graphics interpolation.
quaterniond
get_node_rotation(
)
Returns
quaterniond
: The absolute physical rotation of the object's graphics node this frame. Can be different from the object rotation due to graphics interpolation.