Component for rendering capsule primitives.
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#include <Primitive/CCapsule.h>
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| virtual void | initComponent () |
| virtual void | updateComponent () |
| virtual void | init () |
| | Re-initialize the lathe mesh based on current parameters.
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| void | setRadius (float r) |
| | Set the radius of the capsule's spherical caps.
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| void | setHeight (float h) |
| | Set the total height of the capsule.
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| float | getRadius () |
| | Get the capsule's radius.
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| float | getHeight () |
| | Get the capsule's total height.
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| virtual CObjectSerializable * | createSerializable () |
| virtual void | loadSerializable (CObjectSerializable *object) |
| CMesh * | getMesh () |
| | Get the generated mesh.
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| CMaterial * | getMaterial () |
| | Get the default material.
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| const SColor & | getColor () |
| | Get the default material color.
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| void | setColor (const SColor &color) |
| | Set the default material color.
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| void | setShadowCasting (bool b) |
| | Enable or disable shadow casting for this object.
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| bool | isShadowCasting () |
| | Check if shadow casting is enabled.
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const char * | getName () |
| virtual void | reset () |
| virtual void | startComponent () |
| virtual void | endUpdate () |
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virtual void | onEnable (bool b) |
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virtual void | onUpdateCullingLayer (u32 mask) |
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void | setEnable (bool b) |
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bool | isEnable () |
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CGameObject * | getGameObject () |
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void | setEnableSerializable (bool b) |
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bool | isSerializable () |
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void | addLinkComponent (CComponentSystem *comp) |
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void | removeAllLink () |
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virtual | ~IActivatorObject () |
| | Virtual destructor for polymorphic activator objects.
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float | m_radius |
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float | m_height |
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CMaterial * | m_material |
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CMaterial * | m_customMaterial |
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bool | m_shadowCasting |
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bool | m_useCustomMaterial |
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bool | m_useNormalMap |
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std::string | m_materialPath |
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SColor | m_color |
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bool | m_needReinit |
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CGameObject * | m_gameObject |
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bool | m_enable |
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bool | m_serializable |
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std::vector< CComponentSystem * > | m_linkComponent |
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static int | useComponent (CComponentSystem *used) |
| void | initMesh (CLatheMesh *mesh) |
| | Initialize the render mesh and culling data for the component's entity.
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void | setOwner (CGameObject *obj) |
Component for rendering capsule primitives.
Example
CCapsule* capsule = capsuleObj->addComponent<CCapsule>();
void setHeight(float h)
Set the total height of the capsule.
Definition CCapsule.h:52
void setRadius(float r)
Set the radius of the capsule's spherical caps.
Definition CCapsule.h:43
virtual void init()
Re-initialize the lathe mesh based on current parameters.
This object class stores information for a GameObject.
Definition CGameObject.h:52
◆ createSerializable()
◆ getHeight()
| float Skylicht::CCapsule::getHeight |
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inline |
Get the capsule's total height.
- Returns
- Height value.
◆ getRadius()
| float Skylicht::CCapsule::getRadius |
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inline |
Get the capsule's radius.
- Returns
- Radius value.
◆ init()
| virtual void Skylicht::CCapsule::init |
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virtual |
Re-initialize the lathe mesh based on current parameters.
Implements Skylicht::CLathe.
◆ initComponent()
| virtual void Skylicht::CCapsule::initComponent |
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virtual |
◆ loadSerializable()
◆ setHeight()
| void Skylicht::CCapsule::setHeight |
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float | h | ) |
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inline |
Set the total height of the capsule.
- Parameters
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◆ setRadius()
| void Skylicht::CCapsule::setRadius |
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float | r | ) |
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inline |
Set the radius of the capsule's spherical caps.
- Parameters
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◆ updateComponent()
| virtual void Skylicht::CCapsule::updateComponent |
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virtual |
The documentation for this class was generated from the following file: