Linderdaum Engine: clEntity Class Reference
Updated: Sun Feb 5 2012 22:59:50
clEntity Class Reference

#include <Entity.h>

List of all members.

Public Member Functions

 clEntity ()
virtual ~clEntity ()
virtual bool EndLoad ()
 Custom termination of the loading process.
virtual void UpdateActor (float DeltaSeconds)
virtual int GetGeomHandle () const
virtual int GetParentGeomHandle () const
virtual iActorGetParentActor () const
virtual std::string GetMeshName () const
virtual void SetMeshName (const std::string &MeshName)
virtual float GetMeshHeight () const
virtual void SetMeshHeight (float MeshHeight)
virtual clGeomGetGeom () const
virtual void SetGeom (clGeom *Geom)
virtual LVector3 GetPosition () const
virtual void SetPosition (const LVector3 &Pos)
virtual LTransformGetTransform ()
virtual const LTransformGetTransformConst () const
virtual bool GetCenterMesh () const
virtual void SetCenterMesh (bool CenterMesh)
virtual void Actor_EnteredWorld (clWorld *World)
virtual void Actor_LeavedWorld ()
virtual void Entity_BecomeVisible ()
virtual void Entity_BecomeInvisible ()

Private Attributes

clGeomFGeom
 geometry of this entity
clSceneFScene
 scene this entity belongs to (only one scene is possible)
int FGeomHandle
 instance of FGeom added to FScene
LTransform FTransform
 position and orientation
std::string FMeshName
float FMeshHeight
bool FCenterMesh
bool FLoadedFromFile

Detailed Description

Base class for all visible objects. These objects typicaly have geometry, sounds, respond to collisions, can be picked, etc.


Constructor & Destructor Documentation

clEntity::clEntity ( )
clEntity::~clEntity ( ) [virtual]

Member Function Documentation

void clEntity::Actor_EnteredWorld ( clWorld World) [virtual]

Reimplemented from iActor.

void clEntity::Actor_LeavedWorld ( ) [virtual]

Reimplemented from iActor.

bool clEntity::EndLoad ( ) [virtual]

Custom termination of the loading process.

Reimplemented from iObject.

virtual void clEntity::Entity_BecomeInvisible ( ) [inline, virtual]
virtual void clEntity::Entity_BecomeVisible ( ) [inline, virtual]
virtual bool clEntity::GetCenterMesh ( ) const [inline, virtual]
virtual clGeom* clEntity::GetGeom ( ) const [inline, virtual]
virtual int clEntity::GetGeomHandle ( ) const [inline, virtual]
virtual float clEntity::GetMeshHeight ( ) const [inline, virtual]
virtual std::string clEntity::GetMeshName ( ) const [inline, virtual]
virtual iActor* clEntity::GetParentActor ( ) const [inline, virtual]
virtual int clEntity::GetParentGeomHandle ( ) const [inline, virtual]
virtual LVector3 clEntity::GetPosition ( ) const [inline, virtual]
virtual LTransform& clEntity::GetTransform ( ) [inline, virtual]
virtual const LTransform& clEntity::GetTransformConst ( ) const [inline, virtual]
virtual void clEntity::SetCenterMesh ( bool  CenterMesh) [inline, virtual]
virtual void clEntity::SetGeom ( clGeom Geom) [inline, virtual]
virtual void clEntity::SetMeshHeight ( float  MeshHeight) [inline, virtual]
virtual void clEntity::SetMeshName ( const std::string &  MeshName) [inline, virtual]
virtual void clEntity::SetPosition ( const LVector3 Pos) [inline, virtual]
void clEntity::UpdateActor ( float  DeltaSeconds) [virtual]

Implements iActor.


Member Data Documentation

bool clEntity::FCenterMesh [private]
clGeom* clEntity::FGeom [private]

geometry of this entity

instance of FGeom added to FScene

bool clEntity::FLoadedFromFile [private]
std::string clEntity::FMeshName [private]

scene this entity belongs to (only one scene is possible)

position and orientation


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