| Name | Required | Type | Description | Public | 
| acceleration | yes | double | acceleration of this GameObject, in m / sē | yes | 
| deceleration | no | double | breaking acceleration of this GameObject, in m / sē | yes | 
| maxSpeed | yes | double | maximum speed this GameObject can reach, in m / s | yes | 
| resistanceCoefficient | no | double | resistance coefficient, default: 0.6 | yes | 
| windage | no | double | windage of this GameObject, default: 0.8 mē | yes | 
| handling | no | int | handling for reaching maximum speed, keep maximum speed or stop acceleration to roll out, default: 0 (= KeepSpeed) | yes | 
 
 
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|  | VelocityComponent (const int64_t id, const attributeMap ¶ms) | 
|  | 
|  | ~VelocityComponent () | 
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| attributeMap | synchronize () const override | 
|  | synchronizes the Components state  More... 
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| std::string | getTemplateName () const override | 
|  | returns the name this template was registered with  More... 
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| std::vector< componentOptions > | getComponentOptions () override | 
|  | returns a vector containing all options of the Component being readable and writeable in the editor  More... 
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| void | accelerate (const Vec3 &acceleration, MaxSpeedHandling handling, const std::function< void(void)> &callback) | 
|  | accelerates the GameObject using acceleration reaching maxSpeed, it will perform as defined in handling parameter and callback will be called  More... 
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|  | 
| void | accelerate (const std::function< void(void)> &callback) | 
|  | 
| void | decelerate (const Vec3 &deceleration, DecelerationHandling handling, const std::function< void(void)> &callback) | 
|  | decelerates the GameObject using deceleration reaching 0 speed, it will perform as defined in handling parameter and callback will be called  More... 
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|  | 
| void | decelerate (const std::function< void(void)> &callback) | 
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| void | stopAcceleration () const | 
|  | stops current acceleration  More... 
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| void | setMaxSpeed (double maxSpeed) | 
|  | sets new maximum speed  More... 
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| void | setResistanceCoefficient (double coeff) | 
|  | sets new resistance coefficient  More... 
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| void | setWindage (double windage) | 
|  | sets new windage  More... 
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|  | 
| void | setDecelerationHandling (DecelerationHandling handling) | 
|  | sets the deceleration handling  More... 
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|  | Component () | 
|  | Constructor for Component.  More... 
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|  | 
|  | Component (const int64_t id, const attributeMap ¶ms) | 
|  | Constructor for Component.  More... 
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|  | 
| virtual | ~Component () | 
|  | Destructor of Component. Must be implemented in derived class.  More... 
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| void | setOwnerGO (const WeakGOPtr &objGo) | 
|  | Sets the GameObject that owns this Component.  More... 
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|  | 
| GOPtr | getOwnerGO () | 
|  | Get the GameObject that owns this Component.  More... 
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|  | 
| uint32_t | getComponentID () const | 
|  | Returns the component identification string.  More... 
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| uint32_t | getFamilyID () const | 
|  | Returns the family identification string.  More... 
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| std::string | getIdentifier () const | 
|  | Returns the family identification string.  More... 
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|  | 
| virtual void | Tick () | 
|  | Components can have Tick method like normal Subsystems this method is called by the ObjectController during every Tick if the component registered itself at the ObjectFacade.  More... 
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| void | setDie () const | 
|  | component will be deleted soon  More... 
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| int64_t | getID () const | 
|  | returns the id of the component  More... 
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|  | 
| virtual void | News (const GameMessage::Ptr &msg) | 
|  | Receives messages for this component override this function, if you expect messages.  More... 
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| void | setSync (bool b) | 
|  | sets whether this object has to be synchronized or not  More... 
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| bool | getSync () const | 
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| void | enableTicking (bool allowTicking) const | 
|  | triggers doEnableTicking threadsafe  More... 
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| virtual std::pair< AddStrategy, int64_t > | howToAdd (const ComPtr &comp) const | 
|  | asks, how to handle a new component with the same type  More... 
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| void | setSelf (const WeakComPtr &self) | 
|  | sets weak_ptr on self for registration of ticker  More... 
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|  | 
| std::vector< ComPtr > | getSubComponents () const | 
|  | returns all SubComponents attached to this Component  More... 
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|  | 
Component for objects with more complex velocity handling than just setting an impulse, e.g. a car For creating a VelocityComponent, these keys are possible: 
| Name | Required | Type | Description | Public | 
| acceleration | yes | double | acceleration of this GameObject, in m / sē | yes | 
| deceleration | no | double | breaking acceleration of this GameObject, in m / sē | yes | 
| maxSpeed | yes | double | maximum speed this GameObject can reach, in m / s | yes | 
| resistanceCoefficient | no | double | resistance coefficient, default: 0.6 | yes | 
| windage | no | double | windage of this GameObject, default: 0.8 mē | yes | 
| handling | no | int | handling for reaching maximum speed, keep maximum speed or stop acceleration to roll out, default: 0 (= KeepSpeed) | yes | 
Definition at line 45 of file VelocityComponent.h.