Mario Kart 64
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Editor::GameObject Class Reference

#include <GameObject.h>

Inheritance diagram for Editor::GameObject:
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Collaboration diagram for Editor::GameObject:
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Public Types

enum class  CollisionType { VTX_INTERSECT , BOUNDING_BOX , BOUNDING_SPHERE }
 

Public Member Functions

 GameObject (const char *name, FVector *pos, IRotator *rot, FVector *scale, Gfx *model, std::vector< Triangle > triangles, CollisionType collision, float boundingBoxSize, int32_t *despawnFlag, int32_t despawnValue)
 
 GameObject (FVector *pos, Vec3s *rot)
 
 GameObject ()
 
virtual void Tick ()
 
virtual void Draw ()
 
virtual void Load ()
 

Data Fields

const char * Name
 
FVectorPos
 
IRotatorRot
 
FVectorScale
 
Gfx * Model
 
std::vector< TriangleTriangles
 
CollisionType Collision
 
float BoundingBoxSize
 
int32_t * DespawnFlag
 
int32_t DespawnValue
 

Member Enumeration Documentation

◆ CollisionType

Enumerator
VTX_INTERSECT 
BOUNDING_BOX 
BOUNDING_SPHERE 

Constructor & Destructor Documentation

◆ GameObject() [1/3]

Editor::GameObject::GameObject ( const char * name,
FVector * pos,
IRotator * rot,
FVector * scale,
Gfx * model,
std::vector< Triangle > triangles,
CollisionType collision,
float boundingBoxSize,
int32_t * despawnFlag,
int32_t despawnValue )
Here is the caller graph for this function:

◆ GameObject() [2/3]

Editor::GameObject::GameObject ( FVector * pos,
Vec3s * rot )

◆ GameObject() [3/3]

Editor::GameObject::GameObject ( )

Member Function Documentation

◆ Draw()

void Editor::GameObject::Draw ( )
virtual

Reimplemented in Editor::Handles, and Editor::LightObject.

◆ Load()

virtual void Editor::GameObject::Load ( )
inlinevirtual

Reimplemented in Editor::Handles, and Editor::LightObject.

◆ Tick()

void Editor::GameObject::Tick ( )
virtual

Reimplemented in Editor::Handles, and Editor::LightObject.

Field Documentation

◆ BoundingBoxSize

float Editor::GameObject::BoundingBoxSize

◆ Collision

CollisionType Editor::GameObject::Collision

◆ DespawnFlag

int32_t* Editor::GameObject::DespawnFlag

◆ DespawnValue

int32_t Editor::GameObject::DespawnValue

◆ Model

Gfx* Editor::GameObject::Model

◆ Name

const char* Editor::GameObject::Name

◆ Pos

FVector* Editor::GameObject::Pos

◆ Rot

IRotator* Editor::GameObject::Rot

◆ Scale

FVector* Editor::GameObject::Scale

◆ Triangles

std::vector<Triangle> Editor::GameObject::Triangles

The documentation for this class was generated from the following files: