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 (FVector pos, IRotator rot, FVector scale, const char *model, std::vector< Triangle > triangles, CollisionType collision, float boundingBoxSize)
 
 GameObject ()
 
virtual void Tick ()
 
virtual void Draw ()
 
virtual void Load ()
 
FVector GetLocation () const
 
IRotator GetRotation () const
 
FVector GetScale () const
 
void Translate (FVector pos)
 
void Rotate (IRotator rot)
 
void SetScale (FVector scale)
 
void Destroy ()
 
virtual void DrawEditorProperties ()
 

Data Fields

const char * Name
 
const char * ResourceName
 
FVector SpawnPos = {0.0f, 0.0f, 0.0f}
 
IRotator SpawnRot = {0, 0, 0}
 
FVector SpawnScale = {1.0f, 1.0f, 1.0f}
 
float Speed
 
FVector Pos
 
IRotator Rot
 
FVector Scale
 
const char * Model = ""
 
std::vector< TriangleTriangles
 
CollisionType Collision
 
float BoundingBoxSize
 

Member Enumeration Documentation

◆ CollisionType

Enumerator
VTX_INTERSECT 
BOUNDING_BOX 
BOUNDING_SPHERE 

Constructor & Destructor Documentation

◆ GameObject() [1/2]

Editor::GameObject::GameObject ( FVector pos,
IRotator rot,
FVector scale,
const char * model,
std::vector< Triangle > triangles,
CollisionType collision,
float boundingBoxSize )

◆ GameObject() [2/2]

Editor::GameObject::GameObject ( )

Member Function Documentation

◆ Destroy()

void Editor::GameObject::Destroy ( )
inline

◆ Draw()

void Editor::GameObject::Draw ( )
virtual

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

◆ DrawEditorProperties()

virtual void Editor::GameObject::DrawEditorProperties ( )
inlinevirtual
Here is the call graph for this function:

◆ GetLocation()

FVector Editor::GameObject::GetLocation ( ) const

◆ GetRotation()

IRotator Editor::GameObject::GetRotation ( ) const

◆ GetScale()

FVector Editor::GameObject::GetScale ( ) const

◆ Load()

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

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

◆ Rotate()

void Editor::GameObject::Rotate ( IRotator rot)

◆ SetScale()

void Editor::GameObject::SetScale ( FVector scale)

◆ Tick()

void Editor::GameObject::Tick ( )
virtual

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

◆ Translate()

void Editor::GameObject::Translate ( FVector pos)

Field Documentation

◆ BoundingBoxSize

float Editor::GameObject::BoundingBoxSize

◆ Collision

CollisionType Editor::GameObject::Collision

◆ Model

const char* Editor::GameObject::Model = ""

◆ Name

const char* Editor::GameObject::Name

◆ Pos

FVector Editor::GameObject::Pos

◆ ResourceName

const char* Editor::GameObject::ResourceName

◆ Rot

IRotator Editor::GameObject::Rot

◆ Scale

FVector Editor::GameObject::Scale

◆ SpawnPos

FVector Editor::GameObject::SpawnPos = {0.0f, 0.0f, 0.0f}

◆ SpawnRot

IRotator Editor::GameObject::SpawnRot = {0, 0, 0}

◆ SpawnScale

FVector Editor::GameObject::SpawnScale = {1.0f, 1.0f, 1.0f}

◆ Speed

float Editor::GameObject::Speed

◆ Triangles

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

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