class
cSpatialObjectA 3D model in the Simulator.
This class is inherit by all classes that have a visual representation, and therefore need a position, orientation, and scale in 3D space. Models are identified by a ResourceKey (using the SetModelKey() and GetModelKey() methods). The graphical model itself is loaded in the SetModelWorld() method.
Derived classes
- class cBuilding
- Base class for all buildings in Simulator game modes.
- class cCity
- class cCityTerritory
- class cCityWalls
- class cCommodityNode
- Represents a spice geyser in civilization stage, maybe it is also used elsewhere.
- class cCulturalTarget
- class cDefaultAoEArea
- class cDefaultBeamProjectile
- class cEgg
- Default model is
0x00000000!0xA76CD528
, defaultmMaterialType
is 5. - class cGameBundle
- class cGameTerrainCursor
- class cGameplayMarker
- class cInterCityRoad
- class cInteractableObject
- class cLocomotiveObject
- class cNest
- class cOrnament
- Used, among other things, for adventure objects (except pickable ones)
- class cPlanet
- Visual representation of a planet (or asteroids).
- class cTotemPole
- The totem pole of a tribe. Default model is
TribalTools!0x93256BA
, defaultmMaterialType
is 2. - class cTribe
- A tribe from the tribe stage.
- class cTribeFoodMat
- The food mat of a tribe. Default model is
TribalTools!trg_sacrifice_altar1
, defaultmMaterialType
is 2. - class cTribeHut
- class cTribeTool
- class cVisiblePlanet
Public static variables
Constructors, destructors, conversion operators
- ~cSpatialObject() virtual
Public functions
- auto cSpatialObject_func00h(int) -> void virtual
- auto cSpatialObject_func04h() -> int virtual
- auto cSpatialObject_func08h() -> int virtual
- auto Reset() -> void virtual
- Sets this model as invisible in its IModelWorld and sets the model and model world to nullptr.
- auto Write(void* arg_0) -> int virtual
- auto Read(void* arg_0) -> int virtual
- auto WriteToXML(XmlSerializer*) -> bool virtual
- auto cSpatialObject_func20h() -> bool virtual
- auto IsRolledOver() -> bool virtual
- auto SetIsRolledOver(bool bValue) -> void virtual
-
auto GetPosition() -> const Math::
Vector3& virtual -
auto GetOrientation() -> const Math::
Quaternion& virtual - auto GetScale() -> float virtual
-
auto SetPosition(const Math::
Vector3& value) -> void virtual -
auto SetOrientation(const Math::
Quaternion& value) -> void virtual - auto SetScale(float fValue) -> void virtual
-
auto Teleport(const Math::
Vector3& position, const Math:: Quaternion& orientation) -> void virtual - Changes the position and orientation of the object recalculating its physics.
- auto IsOnView() -> bool virtual
- auto SetIsOnView(bool bValue) -> void virtual
- auto IsSelected() -> bool virtual
- auto SetIsSelected(bool bValue) -> void virtual
- auto IsPlayerOwned() -> bool virtual
-
auto GetDirection() -> Math::
Vector3 virtual - Returns the local Y axis of this spatial object.
-
auto cSpatialObject_func60h() -> Math::
Vector3 virtual -
auto SetLocalExtents(const Math::
BoundingBox& localExtents, float fScale) -> void virtual -
auto GetLocalExtents() -> const Math::
BoundingBox& virtual - auto cSpatialObject_func6Ch(int) -> int virtual
- auto GetBoundingRadius() -> float virtual
- auto GetFootprintRadius() -> float virtual
- auto GetMaxZ() -> float virtual
-
auto cSpatialObject_func7Ch(bool,
Math::
Point& dst) -> Math:: Point& virtual - auto cSpatialObject_func80h() -> void virtual
- auto cSpatialObject_func84h() -> void virtual
- auto HasModelChanged() -> bool virtual
- auto SetHasModelChanged(bool bValue) -> void virtual
- auto HasModel() -> bool virtual
- auto SetModelKey(const ResourceKey& modelKey) -> void virtual
- auto GetModelKey() -> const ResourceKey& virtual
- auto cSpatialObject_func9Ch() -> bool virtual
-
auto SetModelWorld(Graphics::
IModelWorld* pModelWorld) -> void virtual - auto cSpatialObject_funcA4h() -> void virtual
-
auto SetModel(Graphics::
Model* pModel, Graphics:: IModelWorld* pModelWorld) -> void virtual -
auto GetModel() -> Graphics::
Model* virtual -
auto GetModelWorld() -> Graphics::
IModelWorld* virtual - auto cSpatialObject_funcB4h(eastl::string& dst) -> void virtual
-
auto Cast(uint32_
t type) -> void* virtual - auto AddRef() -> int pure virtual
- auto Release() -> int pure virtual
Public variables
-
Math::
Vector3 mPosition -
Math::
Quaternion mOrientation -
Math::
BoundingBox mOriginalLocalExtents -
Math::
BoundingBox mLocalExtents -
uint32_
t mFlags -
uint32_
t mMaterialType - float field_58
- float mBoundingRadius
- float mFootprintRadius
- float mScale
- float mDistanceFromCamera
- bool mbIsSelected
- bool mbIsRolledOver
- bool mbIsInvalid
- bool mbPickable
- bool mbIsTangible
- bool mbFixed
- If a model is fixed, it isn't affected by any kind of physics.
- bool mbIsBeingEdited
- bool mbModelChanged
- bool mbTransformDirty
- bool mbEnabled
- bool mbInView
- bool mbSupported
- True if the object is not floating on air.
- bool mbIsGhost
- float field_7C
- float field_80
- float field_84
- float field_88
- float field_8C
- ResourceKey mModelKey
- ModelPtr mpModel
- IModelWorldPtr mpModelWorld
- bool field_A4
- bool field_A5
- bool mbKeepPinnedToPlanet
- bool field_A7
-
uint32_
t field_A8 - int field_AC
- int field_B0
- float field_B4
- int field_B8
- int field_BC
- eastl::vector<int> field_C0
Function documentation
void Simulator:: cSpatialObject:: Teleport(const Math:: Vector3& position,
const Math:: Quaternion& orientation) virtual
Changes the position and orientation of the object recalculating its physics.
Parameters | |
---|---|
position | |
orientation |
For example, it can be used to teleport creatures (using SetOffset() manually just moves them back to their original position)