MOEntity

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{{:classMOEntity}}
 
{{:classMOEntity}}
  
'''MOEntity''' is one of the most important objects. It is associated with a [[MMesh|mesh]] and can be moved and rotated around the scene.
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==Example==
  
It can have physics, so it can collide with other objects.
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MOEntity is one of the most important objects. It is associated with a [[MMesh|mesh]] and can be moved and rotated around the scene. It can have physics, so it can collide with other objects. An [[MOEntity|entity]] can be anything from a character, an item, a weapon, a room.
  
An [[MOEntity|entity]] can be anything from a character, an item, a weapon, a room.
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* MOEntity is derived from [[MObject3d]].
 
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* MOEntity uses [[MPhysicsProperties]] and [[MPhysicsConstraint]] which are defined in the MOEntity source code itself.
'''MOEntity''' is derived from [[MObject3d]].
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'''MOEntity''' uses [[MPhysicsProperties]] and [[MPhysicsConstraint]] which are defined in the '''MOEntity''' source code itself.
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==Source code==
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[http://code.google.com/p/maratis/source/browse/trunk/dev/MSDK/MEngine/Includes/MOEntity.h MOEntity.h]
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[http://code.google.com/p/maratis/source/browse/trunk/dev/MSDK/MEngine/Sources/MOEntity.cpp MOEntity.cpp]
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==API==
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====getType====
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See [[MObject3d#getType|MObject3d::getType]].
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====setActive====
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See [[MObject3d#Active]].
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===Invisible===
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====setInvisible====
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[...]
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====isInvisible====
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[...]
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===Mesh===
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====getMesh====
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[...]
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====setMeshRef====
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[...]
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====getMeshRef====
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[...]
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===Animation===
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====changeAnimation====
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[...]
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====isAnimationOver====
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[...]
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====setAnimationSpeed====
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[...]
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====setCurrentFrame====
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[...]
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====getAnimationId====
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[...]
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====getAnimationSpeed====
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[...]
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====getCurrentFrame====
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[...]
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===Physics===
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====deletePhysicsProperties====
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[...]
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====createPhysicsProperties====
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[...]
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====getPhysicsProperties====
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[...]
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===Bounding box===
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====getBoundingBox====
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[...]
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===Update===
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====update====
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[...]
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===Visibility===
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====updateVisibility====
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[...]
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[[Category:C++ API]]
 
[[Category:C++ API]]

Latest revision as of 11:08, 9 February 2014


Contents

API

MMeshRef* MOEntity::m_meshRefNone

bool MOEntity::m_isInvisibleNone

unsigned int MOEntity::m_animationIdNone

int MOEntity::m_currentLoopNone

float MOEntity::m_animationSpeedNone

float MOEntity::m_currentFrameNone

MPhysicsProperties* MOEntity::m_physicsPropertiesNone

MBox3d MOEntity::m_boundingBoxNone

MOEntity::MOEntity(MMeshRef *meshRef)

MOEntity::~MOEntity(void)

MOEntity::MOEntity(const MOEntity &entity)

int MOEntity::getType(void)

void MOEntity::setActive(bool active)

void MOEntity::setInvisible(bool invisible)

bool MOEntity::isInvisible(void)

MMesh* MOEntity::getMesh(void)

void MOEntity::setMeshRef(MMeshRef *meshRef)

MMeshRef* MOEntity::getMeshRef(void)

void MOEntity::changeAnimation(unsigned int animationId)

bool MOEntity::isAnimationOver(void)

void MOEntity::setAnimationSpeed(float animationSpeed)

void MOEntity::setCurrentFrame(float currentFrame)

unsigned int MOEntity::getAnimationId(void)

float MOEntity::getAnimationSpeed(void)

float MOEntity::getCurrentFrame(void)

void MOEntity::deletePhysicsProperties(void)

MPhysicsProperties* MOEntity::createPhysicsProperties(void)

MPhysicsProperties* MOEntity::getPhysicsProperties(void)

MBox3d* MOEntity::getBoundingBox(void)

void MOEntity::update(void)

void MOEntity::updateVisibility(MOCamera *camera)


Example

MOEntity is one of the most important objects. It is associated with a mesh and can be moved and rotated around the scene. It can have physics, so it can collide with other objects. An entity can be anything from a character, an item, a weapon, a room.

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