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| virtual void | reset () |
| virtual void | initComponent () |
| virtual void | updateComponent () |
| virtual core::vector3df | getRelativePosition () |
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const core::vector3df & | getPosition () |
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void | setPosition (const core::vector3df &pos) |
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const core::vector3df & | getRotation () |
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const core::vector3df & | getScale () |
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void | setScale (const core::vector3df &scale) |
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void | setRotation (const core::vector3df &eulerDeg) |
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void | setRotation (const core::quaternion &q) |
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float | getYaw () |
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void | setYaw (float deg) |
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float | getPitch () |
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void | setPitch (float deg) |
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float | getRoll () |
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void | setRoll (float deg) |
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void | setOrientation (const core::vector3df &front, const core::vector3df &up) |
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void | lookAt (const core::vector3df &position) |
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void | getRotation (core::quaternion &q) |
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core::quaternion | getRotationQuaternion () |
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void | getFront (core::vector3df &front) |
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core::vector3df | getFront () |
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void | getUp (core::vector3df &up) |
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core::vector3df | getUp () |
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void | getRight (core::vector3df &right) |
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core::vector3df | getRight () |
| virtual void | setRelativeTransform (const core::matrix4 &mat) |
| virtual const core::matrix4 & | getRelativeTransform () |
| virtual void | getRelativeTransform (core::matrix4 &matrix) |
| virtual CObjectSerializable * | createSerializable () |
| virtual void | loadSerializable (CObjectSerializable *object) |
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void | attachTransform (CEntity *entity) |
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core::vector3df | getWorldPosition () |
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void | setChanged (bool b) |
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bool | hasChanged () |
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bool | isAttached () |
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bool | isWorldTransform () |
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void | setIsWorldTransform (bool b) |
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CTransform * | getParent () |
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CGameObject * | getParentObject () |
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CEntity * | getParentEntity () |
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core::matrix4 | calcWorldTransform () |
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void | setWorldMatrix (const core::matrix4 &world) |
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const char * | getName () |
| 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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This is object class for classes that describe a GameObject's Transform.
The CTransformEuler class is created by default along with the CGameObject, so you just need to call the getTransformEuler() function to access it.
lightObj->setName(L"Direction Light");
CTransformEuler* lightTransform = lightObj->getTransformEuler();
lightTransform->setPosition(core::vector3df(2.0f, 2.0f, 2.0f));
lightTransform->setRotation(core::vector3df(90.0f, 0.0f, 0.0f));
This object class stores information for a GameObject.
Definition CGameObject.h:52