dtGame::LogJumpToKeyframeMessage Class Reference

This message class is sent to the ServerLoggerComponent to jump to a specific keyframe. More...

#include <loggermessages.h>

Inheritance diagram for dtGame::LogJumpToKeyframeMessage:

dtGame::LogCaptureKeyframeMessage dtGame::MapMessage dtGame::Message

List of all members.

Public Member Functions

 LogJumpToKeyframeMessage ()

Protected Member Functions

virtual ~LogJumpToKeyframeMessage ()


Detailed Description

This message class is sent to the ServerLoggerComponent to jump to a specific keyframe.

Keyframes are complete snapshots in time. They capture every game actor currently in the system and log it. Keyframes are required to jump back and forth in time. You also have a keyframe at the start of every log file. Keyframes should be completely sufficient to define the state of a simulation. You can only jump to a keyframe during playback. Note that this message wraps the keyframe params with a LogKeyframe object.

Related Message Types: LOG_REQ_JUMP_TO_KEYFRAME
Parameter: KeyframeName: Simple name of the keyframe (may be blank).
Parameter: KeyframeDescription: Longer Description of the keyframe (may be blank).
Parameter: UniqueId: Unique ID for the Keyframe object (required).
Parameter: SimTime: The simulation time that the Keyframe was created (required - double).
Parameter: ActiveMap: The map name that was current when the keyframe was snapshotted (required).

Constructor & Destructor Documentation

dtGame::LogJumpToKeyframeMessage::LogJumpToKeyframeMessage (  ) 

virtual dtGame::LogJumpToKeyframeMessage::~LogJumpToKeyframeMessage (  )  [inline, protected, virtual]


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2.0.0 generated 14 Feb 2008