#include <GameObjectModel.h>
Definition at line 57 of file GameObjectModel.h.
◆ GameObjectModel()
| GameObjectModel::GameObjectModel |
( |
| ) |
|
|
inlineprivate |
◆ ~GameObjectModel()
| GameObjectModel::~GameObjectModel |
( |
| ) |
|
|
default |
◆ Create()
◆ DisableLosBlocking()
| void GameObjectModel::DisableLosBlocking |
( |
bool |
enable | ) |
|
|
inline |
◆ EnableCollision()
| void GameObjectModel::EnableCollision |
( |
bool |
enable | ) |
|
|
inline |
◆ getBounds()
| const G3D::AABox & GameObjectModel::getBounds |
( |
| ) |
const |
|
inline |
◆ GetDisplayId()
| uint32 GameObjectModel::GetDisplayId |
( |
| ) |
const |
|
inline |
◆ GetInvRot()
| G3D::Matrix3 const & GameObjectModel::GetInvRot |
( |
| ) |
const |
|
inline |
◆ GetLiquidLevel()
| bool GameObjectModel::GetLiquidLevel |
( |
G3D::Vector3 const & |
point, |
|
|
VMAP::LocationInfo & |
info, |
|
|
float & |
liqHeight |
|
) |
| const |
◆ GetLocationInfo()
◆ GetNameSetId()
| uint8 GameObjectModel::GetNameSetId |
( |
| ) |
const |
|
inline |
◆ GetPackedRotation()
| int64 GameObjectModel::GetPackedRotation |
( |
| ) |
const |
|
inline |
◆ GetPosition()
| G3D::Vector3 const & GameObjectModel::GetPosition |
( |
| ) |
const |
|
inline |
◆ GetRotation()
| G3D::Quat GameObjectModel::GetRotation |
( |
| ) |
const |
|
inline |
◆ GetScale()
| float GameObjectModel::GetScale |
( |
| ) |
const |
|
inline |
◆ GetWorldModel()
| std::shared_ptr< VMAP::WorldModel const > GameObjectModel::GetWorldModel |
( |
| ) |
const |
|
inline |
◆ IncludeInNavMesh()
| void GameObjectModel::IncludeInNavMesh |
( |
bool |
enable | ) |
|
|
inline |
◆ initialize()
| bool GameObjectModel::initialize |
( |
std::unique_ptr< GameObjectModelOwnerBase > |
modelOwner, |
|
|
std::string const & |
dataPath |
|
) |
| |
|
private |
◆ IntersectRay()
| bool GameObjectModel::IntersectRay |
( |
G3D::Ray const & |
ray, |
|
|
float & |
maxDist, |
|
|
bool |
stopAtFirstHit, |
|
|
PhaseShift const & |
phaseShift, |
|
|
VMAP::ModelIgnoreFlags |
ignoreFlags |
|
) |
| const |
◆ IsCollisionEnabled()
| bool GameObjectModel::IsCollisionEnabled |
( |
| ) |
const |
|
inline |
◆ IsIncludedInNavMesh()
| bool GameObjectModel::IsIncludedInNavMesh |
( |
| ) |
const |
|
inline |
◆ IsLosBlockingDisabled()
| bool GameObjectModel::IsLosBlockingDisabled |
( |
| ) |
const |
|
inline |
◆ IsMapObject()
| bool GameObjectModel::IsMapObject |
( |
| ) |
const |
◆ UpdatePosition()
| bool GameObjectModel::UpdatePosition |
( |
| ) |
|
◆ iBound
| G3D::AABox GameObjectModel::iBound |
|
private |
◆ iCollisionEnabled
| bool GameObjectModel::iCollisionEnabled |
|
private |
◆ iIncludeInNavMesh
| bool GameObjectModel::iIncludeInNavMesh |
|
private |
Is model included when generating navigation mesh.
Definition at line 97 of file GameObjectModel.h.
◆ iInvRot
| G3D::Matrix3 GameObjectModel::iInvRot |
|
private |
◆ iInvScale
| float GameObjectModel::iInvScale |
|
private |
◆ iLosBlockingDisabled
| bool GameObjectModel::iLosBlockingDisabled |
|
private |
Is model ignored during line of sight checks (but is always included in location/height checks)
Definition at line 96 of file GameObjectModel.h.
◆ iModel
◆ iPos
| G3D::Vector3 GameObjectModel::iPos |
|
private |
◆ iScale
| float GameObjectModel::iScale |
|
private |
◆ owner
The documentation for this class was generated from the following files: