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Skylicht Engine
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This object class stores information for a GameObject. More...
#include <GameObject/CGameObject.h>
Public Member Functions | |
| 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 () |
| virtual void | setTemplateChanged (bool b) |
| 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 Member Functions | |
| void | initNull () |
Protected Attributes | |
| 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 |
Friends | |
| class | CDependentComponent |
This object class stores information for a GameObject.
A GameObject can contain multiple Components, such as RenderMesh, Camera, or Collider...
Creating an object automatically creates an associated entity (CEntity) to store relevant data (IEntityData) like its position, visibility, and more. When components are initialized, they'll continue to add data to this entity.