Voxellancer  0.3
A game about voxels in space
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WorldObject Class Reference

#include <worldobject.h>

Inheritance diagram for WorldObject:
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Collaboration diagram for WorldObject:
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Public Member Functions

 WorldObject (const Transform &transform)
 
virtual WorldObjectType objectType () const
 
SpawnState spawnState () const
 
void setSpawnState (SpawnState spawnState)
 
CollisionFilter & collisionFilter ()
 
void setCollisionFilter (CollisionFilter *collisionFilter)
 
CollisionDetector & collisionDetector ()
 
Physics & physics ()
 
const Physics & physics () const
 
ObjectInfo & objectInfo ()
 
WorldObjectComponents & components ()
 
const WorldObjectComponents & components () const
 
virtual void update (float deltaSec)
 
virtual void addVoxel (Voxel *voxel) override
 
virtual void removeVoxel (Voxel *voxel) override
 
Voxel * crucialVoxel ()
 
void setCrucialVoxel (const glm::ivec3 &cell)
 
bool isCrucialVoxelDestroyed ()
 
void updateTransformAndGeode (const glm::vec3 &position, const glm::quat &orientation)
 
virtual void onCollision ()
 
virtual void onSpawnFail ()
 
Handle< WorldObject > & handle ()
 
float collisionFieldOfDamage () const
 
void setCollisionFieldOfDamage (float collisionFieldOfDamage)
 
virtual bool passiveForCollisionDetection ()
 
- Public Member Functions inherited from VoxelCluster
 VoxelCluster (float scale)
 
VoxelClusterBounds & bounds ()
 
Transform & transform ()
 
const Transform & transform () const
 
void setTransform (const Transform &transform)
 
const glm::vec3 & position () const
 
const glm::quat & orientation () const
 
Voxel * voxel (const glm::ivec3 &position)
 
const Voxel * voxel (const glm::ivec3 &position) const
 
const std::unordered_map
< glm::ivec3, Voxel * > & 
voxelMap () const
 
int voxelCount () const
 
VoxelRenderData * voxelRenderData ()
 
virtual float emissiveness () const
 
- Public Member Functions inherited from Scriptable
int scriptKey () const
 
void setScriptKey (int key)
 
bool isScriptLocal () const
 
void setScriptLocal (bool local)
 

Protected Attributes

std::unique_ptr< CollisionFilter > m_collisionFilter
 
std::unique_ptr
< CollisionDetector > 
m_collisionDetector
 
std::unique_ptr< Physics > m_physics
 
std::unique_ptr< ObjectInfo > m_objectInfo
 
std::unique_ptr
< WorldObjectComponents > 
m_components
 
Handle< WorldObject > m_handle
 
Voxel * m_crucialVoxel
 
bool m_crucialVoxelDestroyed
 
float m_collisionFieldOfDamage
 
SpawnState m_spawnState
 
- Protected Attributes inherited from VoxelCluster
std::unordered_map< glm::ivec3,
Voxel * > 
m_voxels
 
std::unique_ptr< VoxelRenderData > m_voxelRenderData
 
std::unique_ptr
< VoxelClusterBounds > 
m_bounds
 
Transform m_transform
 
- Protected Attributes inherited from Scriptable
int m_key
 
bool m_local
 

Additional Inherited Members

- Static Public Attributes inherited from Scriptable
static const int INVALID_KEY = -1
 

Detailed Description

A WorldObject is an Object in our World. Being the second level in the object hierarchy, it adds CollisionDetection, Physics and SpecialVoxels aka WorldObjectComponents


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