RioEngine  0.1
My first attempt to create a 3D WYSIWYG Game Engine
CBullet Class Reference

#include <cbullet.h>

Inheritance diagram for CBullet:
CGameObject CLNode CObject

Public Member Functions

 CBullet ()
 
 CBullet (const CGameObject &game_object)
 
const CBulletoperator= (const CGameObject &game_object)
 
virtual void onCollisionWithObject (CGameObject *game_object)
 
virtual void start ()
 
- Public Member Functions inherited from CLNode
 CLNode (void)
 
 CLNode (const CLNode &node)
 
CLNodeoperator= (const CLNode &node)
 
void copyNodeValuesFromNode (CLNode *node)
 
CLNodegetCopy ()
 
Transformtransform ()
 
const TransformconstTransform () const
 
void setTransform (const Transform &transform)
 
const std::string & id () const
 
void setId (const std::string &id)
 
bool visible () const
 
void setVisible (bool visible)
 
const btVector3 & size () const
 
const btVector3 & defaultSize () const
 
QList< CLInstanceGeometryinstanceGeometries ()
 
CArray< CLInstanceGeometry > * getInstanceGeometries () const
 
void setInstanceGeometries (QList< CLInstanceGeometry > vec)
 
void setInstanceGeometries (CArray< CLInstanceGeometry > *_array)
 
 ~CLNode (void)
 
- Public Member Functions inherited from CObject
 CObject ()
 
 CObject (const CObject &object)
 
CObjectoperator= (const CObject &object)
 
CObjectretain ()
 
unsigned int release () const
 
CObjectautorelease ()
 
unsigned int retainCount () const
 
bool isValidCObject () const
 
virtual ~CObject ()
 

Additional Inherited Members

- Static Public Member Functions inherited from CObject
static void safeRetain (void *pointer)
 
template<class T >
static void safeRelease (T *pointer)
 
template<class T >
static void safeReleaseArray (T *array)
 
static void safeRelease (const char *pointer)
 
- Protected Member Functions inherited from CGameObject
virtual void copyValuesFromObject (const CGameObject &game_object)
 
virtual void __init ()
 
- Protected Member Functions inherited from CLNode
virtual void copyValuesFromObject (const CLNode &node)
 
- Protected Member Functions inherited from CObject
virtual void copyValuesFromObject (const CObject &object)
 
- Protected Attributes inherited from CGameObject
CActionManagerm_actionManager
 
int m_tag
 
- Protected Attributes inherited from CLNode
Transform m_transform
 
btVector3 m_size
 
std::string m_id
 
bool m_visible
 
- Properties inherited from CGameObject
QList< QPropertyDynamicProperties
 
int CObjectType
 
int Tag
 
- Properties inherited from CLNode
QList< CLInstanceGeometryInstanceGeometries
 

Detailed Description

Definition at line 35 of file cbullet.h.

Constructor & Destructor Documentation

CBullet::CBullet ( )

Definition at line 35 of file cbullet.cpp.

CBullet::CBullet ( const CGameObject game_object)

Definition at line 40 of file cbullet.cpp.

Member Function Documentation

void CBullet::onCollisionWithObject ( CGameObject object)
virtual

Called when the game object collides with another object.

Reimplemented from CGameObject.

Definition at line 57 of file cbullet.cpp.

const CBullet & CBullet::operator= ( const CGameObject game_object)

Definition at line 46 of file cbullet.cpp.

void CBullet::start ( )
virtual

Called once per game object.

Reimplemented from CGameObject.

Definition at line 63 of file cbullet.cpp.


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