Carpenter Engine
A C++ game engine with a build once run anywhere solution
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A Game Object loaded in the scene. More...
#include <GameObject.hpp>
Public Member Functions | |
GameObject (std::string name) | |
Default constructor. | |
Vec3f | GetGlobalPosition () |
Returns the position of the game object relative to the global 0,0. | |
Vec3f | GetGlobalRotation () |
Returns the overall rotation in respect to any parent game objects. | |
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Node (std::string name) | |
Default constructor. | |
virtual | ~Node () |
Default destructor. | |
size_t | AddChild (Node *child) |
Adds a child to the node and assigns itself as the parent of the new node. | |
Node * | GetChild (size_t index) |
Returns a reference to the child at the specified index. | |
Success | RemoveChild (size_t index) |
Removes the child at the specified index. | |
Success | SetEnabled (bool enabled=true) |
Toggles the state of the node. | |
virtual void | OnEnable () |
Overridable enable method for the node. | |
virtual void | OnDisable () |
Overridable disable method for the node. | |
virtual void | Init () |
virtual void | Draw () |
Overridable draw method for the node. | |
virtual void | Update (float dt) |
Overridable update method for the node. | |
Public Attributes | |
Vec3f | Position {0.0f, 0.0f, 0.0f} |
Vec3f | Scale {1.0f, 1.0f, 1.0f} |
Vec3f | Rotation {0.0f, 0.0f, 0.0f} |
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const char * | m_nodeType |
std::string | m_name |
Additional Inherited Members | |
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Node * | m_parent |
A Game Object loaded in the scene.
Each game object is a node. However it also has its own position, rotation, and scale allowing it to be moved around in space.
Engine::GameObject::GameObject | ( | std::string | name | ) |
Default constructor.
takes in an object name to make searching easier
Engine::Vec3f Engine::GameObject::GetGlobalPosition | ( | ) |
Returns the position of the game object relative to the global 0,0.
Engine::Vec3f Engine::GameObject::GetGlobalRotation | ( | ) |
Returns the overall rotation in respect to any parent game objects.