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Skylicht Engine
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It's an object class used to manage multiple objects. More...
#include <GameObject/CContainerObject.h>
Public Member Functions | |
| CContainerObject (CGameObject *parent, CZone *zone) | |
| CGameObject * | createEmptyObject () |
| CContainerObject * | createContainerObject () |
| CGameObject * | createObject (CObjectSerializable *data, bool generateNewID) |
| void | updateAddRemoveObject (bool force=false) |
| void | notifyUpdateListChild () |
| int | getNumberObjects () |
| void | updateIndexSearchObject () |
| CGameObject * | getChildObjectBefore (CGameObject *object) |
| void | bringToNext (CGameObject *object, CGameObject *target, bool behind) |
| void | bringToChild (CGameObject *object) |
| void | sortChildsByTemplateOrder (std::vector< std::string > &order) |
| virtual void | setTemplateChanged (bool b) |
| virtual CGameObject * | searchObject (const wchar_t *objectName) |
| virtual CGameObject * | searchObjectInChild (const wchar_t *objectName) |
| virtual CGameObject * | searchObjectByID (const char *id) |
| virtual CGameObject * | searchObjectInChildByID (const char *id) |
| virtual CGameObject * | searchObjectInChildByTemplateObjId (const char *id) |
| virtual u32 | searchObjectByCullingLayer (ArrayGameObject &result, u32 mask) |
| virtual void | setCullingLayerForChild (u32 mask) |
| virtual void | setCullingOnOffForChild (u32 value, bool on) |
| virtual CEntity * | searchEntityByID (const char *id) |
| virtual CEntity * | searchEntityInChildByID (const char *id) |
| virtual bool | testConflictName (const wchar_t *objectName) |
| std::string | generateObjectName (const char *objTemplate) |
| void | registerObjectInSearchList (CGameObject *obj) |
| void | removeObject (CGameObject *pObj) |
| void | addChild (CGameObject *p) |
| ArrayGameObject * | getChilds () |
| void | removeAllObject (bool force=false) |
| template<typename T> | |
| void | getListObjectType (ArrayGameObject &listObjs, T type) |
| template<typename T> | |
| std::vector< T * > | getComponentsInChild (bool addThis) |
| core::array< CGameObject * > & | getArrayChilds (bool addThis) |
| bool | haveChild (CGameObject *gameObject) |
| Public Member Functions inherited from Skylicht::CGameObject | |
| CGameObject (CGameObject *parent, CZone *zone) | |
| CEntity * | createEntity () |
| void | destroyEntity () |
| void | updateEntityParent () |
| virtual void | setID (const char *id) |
| std::string & | getID () |
| const wchar_t * | getName () |
| const char * | getNameA () |
| const wchar_t * | getDefaultName () |
| void | setName (const wchar_t *lpName) |
| void | setName (const char *lpName) |
| bool | isTemplateAsset () |
| const char * | getTemplateAsset () |
| void | setTemplateAsset (const char *asset) |
| void | unpackTemplate () |
| const char * | getTemplateID () |
| void | setTemplateID (const char *id) |
| const char * | getTemplateObjectID () |
| void | setTemplateObjectID (const char *id) |
| bool | isTemplateObject () |
| CGameObject * | getParentTemplate () |
| bool | isTemplateChanged () |
| CGameObject * | getParent () |
| CZone * | getZone () |
| CScene * | getScene () |
| void | setParent (CGameObject *p) |
| CEntity * | getEntity () |
| CEntityManager * | getEntityManager () |
| CTransform * | getTransform () |
| CTransformEuler * | getTransformEuler () |
| CTransformMatrix * | getTransformMatrix () |
| void | setupMatrixTransform () |
| void | setupEulerTransform () |
| core::vector3df | getPosition () |
| core::quaternion | getRotation () |
| core::vector3df | getUp () |
| core::vector3df | getFront () |
| const core::matrix4 & | getWorldTransform () |
| core::matrix4 | calcWorldTransform () |
| bool | isEnable () |
| bool | isEnableEndUpdate () |
| bool | isVisible () |
| bool | isLock () |
| bool | isSelfLock () |
| virtual void | setEnable (bool b) |
| virtual void | setEnableEndUpdate (bool b) |
| virtual void | setStatic (bool b) |
| virtual bool | isStatic () |
| void | setLock (bool b) |
| virtual void | setVisible (bool b) |
| bool | isContainer () |
| void | setCullingLayer (u32 layer) |
| void | setCullingLayerOnOff (u32 value, bool on) |
| u32 | getCullingLayer () |
| void | setEditorObject (bool b) |
| bool | isEditorObject () |
| void | tagData (void *data) |
| void | tagData (int data) |
| void | tagData (std::string &s) |
| void * | getTagData () |
| int | getTagDataInt () |
| const char * | getTagDataString () |
| virtual void | updateObject () |
| virtual void | endUpdate () |
| virtual void | remove () |
| template<class T> | |
| T * | addComponent () |
| template<class T> | |
| T * | getComponent () |
| template<class T> | |
| bool | removeComponent () |
| bool | removeComponent (CComponentSystem *comp) |
| void | releaseAllComponent () |
| CComponentSystem * | addComponentByTypeName (const char *name) |
| CComponentSystem * | getComponentByTypeName (const char *name) |
| std::vector< CComponentSystem * > & | getListComponent () |
| int | getComponentPosition (CComponentSystem *comp) |
| int | getComponentCount () |
| CComponentSystem * | getComponentByPos (int i) |
| void | moveComponentUp (CComponentSystem *comp) |
| void | moveComponentDown (CComponentSystem *comp) |
| int | getSerializableComponentCount () |
| void | moveSerializableComponentUp (CComponentSystem *comp) |
| void | moveSerializableComponentDown (CComponentSystem *comp) |
| void | sortComponent (std::vector< std::string > &templateOrder) |
| void | enableEditorChange (bool b) |
| void | enableEditorSelect (bool b) |
| bool | isEnableEditorChange () |
| bool | isEnableEditorSelect () |
| void | startComponent () |
| CObjectSerializable * | createSerializable () |
| void | loadSerializable (CObjectSerializable *object) |
Protected Attributes | |
| ArrayGameObject | m_childs |
| ArrayGameObject | m_add |
| ArrayGameObject | m_remove |
| core::array< CGameObject * > | m_arrayChildObjects |
| core::map< std::wstring, CGameObject * > | m_objectByName |
| core::map< std::string, CGameObject * > | m_objectByID |
| bool | m_updateRemoveAdd |
| bool | m_updateListChild |
| int | m_lastGenerateID |
| Protected Attributes inherited from Skylicht::CGameObject | |
| std::string | m_objectID |
| std::wstring | m_name |
| std::wstring | m_defaultName |
| std::string | m_namec |
| bool | m_static |
| bool | m_enable |
| bool | m_visible |
| bool | m_lock |
| bool | m_isContainer |
| bool | m_editorObject |
| bool | m_enableEditorChange |
| bool | m_enableEditorSelect |
| bool | m_enableEndUpdate |
| u32 | m_cullingLayer |
| CEntity * | m_entity |
| CGameObject * | m_parent |
| CZone * | m_zone |
| void * | m_tagData |
| int | m_tagDataInt |
| std::string | m_tagDataString |
| std::vector< CComponentSystem * > | m_components |
| CTransform * | m_transform |
| CTransformEuler * | m_transformEuler |
| CTransformMatrix * | m_transformMatrix |
| std::string | m_templateId |
| std::string | m_templateAsset |
| std::string | m_templateObjectId |
| bool | m_templateChanged |
Additional Inherited Members | |
| Protected Member Functions inherited from Skylicht::CGameObject | |
| void | initNull () |
It's an object class used to manage multiple objects.
A Container Object has full Component functionality, just like a CGameObject, but it also includes the ability to manage child objects. The coordinates of objects inside it are relative to the Container's own coordinates.
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virtual |
Reimplemented from Skylicht::CGameObject.