class
U4DGameObjectThe U4DGameObject class represents all characters in a game.
Contents
Base classes
- class U4DDynamicModel
- The U4DDynamicModel class represents a 3D dynamic model entity.
Constructors, destructors, conversion operators
- U4DGameObject()
- Constructor class.
- ~U4DGameObject()
- Destructor class.
- U4DGameObject(const U4DGameObject& value)
- Copy constructor.
Public functions
- auto operator=(const U4DGameObject& value) -> U4DGameObject&
- Copy constructor.
- void update(double dt) virtual
- Method which updates the state of the game character.
- auto getBoneRestPose(std::string uBoneName, U4DMatrix4n& uBoneRestPoseMatrix) -> bool
- returns the rest pose of the bone. Note, an armature must be present
- auto getBoneAnimationPose(std::string uBoneName, U4DAnimation* uAnimation, U4DMatrix4n& uBoneAnimationPoseMatrix) -> bool
- returns the animation pose of the bone. Note, an armature must be present and an animation must currently be playing.
- auto loadModel(const char* uModelName) -> bool
- Method which loads Digital Asset data into the game character. Note, the mesh asset binary data must be loaded before calling this method.
- auto loadAnimationToModel(U4DAnimation* uAnimation, const char* uAnimationName) -> bool
- Method which loads Animation data into the game character. Note, the animation asset binary data must be loaded before calling this method.
Function documentation
void U4DEngine:: U4DGameObject:: update(double dt) virtual
Method which updates the state of the game character.
Parameters | |
---|---|
dt | Time-step value |
bool U4DEngine:: U4DGameObject:: getBoneRestPose(std::string uBoneName,
U4DMatrix4n& uBoneRestPoseMatrix)
returns the rest pose of the bone. Note, an armature must be present
Parameters | |
---|---|
uBoneName | name of the bone |
uBoneRestPoseMatrix | bone rest pose matrix |
Returns | returns true if the rootbone rest pose exists. The uBoneRestPoseMatrix will contain the bone rest pose |
bool U4DEngine:: U4DGameObject:: getBoneAnimationPose(std::string uBoneName,
U4DAnimation* uAnimation,
U4DMatrix4n& uBoneAnimationPoseMatrix)
returns the animation pose of the bone. Note, an armature must be present and an animation must currently be playing.
Parameters | |
---|---|
uBoneName | name of the bone |
uAnimation | current animation being played |
uBoneAnimationPoseMatrix | bone animation pose matrix |
Returns | returns true along with the animation pose space of the bone. The uBoneAnimationPoseMatrix will contain the animation pose matrix. |
bool U4DEngine:: U4DGameObject:: loadModel(const char* uModelName)
Method which loads Digital Asset data into the game character. Note, the mesh asset binary data must be loaded before calling this method.
Parameters | |
---|---|
uModelName | Name of the model in the Digital Asset File |
Returns | Returns true if the digital asset data was successfully loaded |
bool U4DEngine:: U4DGameObject:: loadAnimationToModel(U4DAnimation* uAnimation,
const char* uAnimationName)
Method which loads Animation data into the game character. Note, the animation asset binary data must be loaded before calling this method.
Parameters | |
---|---|
uAnimation | Pointer to the animation |
uAnimationName | Name of the animation |
Returns | Returns true if the animation was successfully loaded |