MeshComponent
Engine/source/T3D/components/render/meshComponent.h
Classes:
Protected Types
_Anonymous_ { ShapeMask = Parent::NextFreeMask MaterialMask = Parent::NextFreeMask << 1 NextFreeMask = Parent::NextFreeMask << 2 }
Private Types
Parent
Protected Attributes
Public Attributes
Public Functions
_onResourceChanged(const Torque::Path & path)
changeMaterial(U32 slot, const char * newMat)
getNodeByName(String nodeName)
getNodeTransform(S32 nodeIdx)
Called after any property of the object is changed in the world editor.
mountObjectToNode(SceneObject * objB, String node, MatrixF txfm)
bool
onAdd()
Called when the object is added to the sim.
onDynamicModified(const char * slotName, const char * newValue)
Called when a dynamic field is modified.
packUpdate(NetConnection * conn, U32 mask, BitStream * stream)
Instructs this object to pack its state for transfer over the network.
prepRenderImage(SceneRenderState * state)
bool
setMeshAsset(const char * assetName)
setNodeTransforms(Vector< MatrixF > transforms)
unpackUpdate(NetConnection * conn, BitStream * stream)
Instructs this object to read state data previously packed with packUpdate.
Public Static Functions
Detailed Description
Protected Types
@126
Enumerator
- ShapeMask = Parent::NextFreeMask
- MaterialMask = Parent::NextFreeMask << 1
- NextFreeMask = Parent::NextFreeMask << 2
Private Types
typedef Component Parent
Protected Attributes
Point3F mCenterOffset
Vector< matMap > mChangingMaterials
Vector< matMap > mMaterials
Vector< boneObject * > mNodesList
TSShape * mShape
StringTableEntry mShapeAsset
Box3F mShapeBounds
StringTableEntry mShapeName
Public Attributes
AssetPtr< ShapeAsset > mMeshAsset
StringTableEntry mMeshAssetId
TSShapeInstance * mShapeInstance
Public Functions
MeshComponent()
~MeshComponent()
_getShape(void * object, const char * data)
_onResourceChanged(const Torque::Path & path)
castRayRendered(const Point3F & start, const Point3F & end, RayInfo * info)
Reimplemented from: CastRayRenderedInterface
changeMaterial(U32 slot, const char * newMat)
DECLARE_CONOBJECT(MeshComponent )
getNodeByName(String nodeName)
getNodeTransform(S32 nodeIdx)
Reimplemented from: RenderComponentInterface
getNodeTransforms()
Reimplemented from: RenderComponentInterface
getShape()
Reimplemented from: RenderComponentInterface
getShapeBounds()
getShapeInstance()
Reimplemented from: RenderComponentInterface
getShapeResource()
inspectPostApply()
Reimplemented from: SimObject
mountObjectToNode(SceneObject * objB, String node, MatrixF txfm)
onAdd()
Reimplemented from: Component
onComponentAdd()
Reimplemented from: Component
onComponentRemove()
Reimplemented from: Component
onDynamicModified(const char * slotName, const char * newValue)
Reimplemented from: Component
onEndInspect()
Reimplemented from: EditorInspectInterface
onInspect()
Reimplemented from: EditorInspectInterface
onRemove()
Reimplemented from: Component
packUpdate(NetConnection * conn, U32 mask, BitStream * stream)
Reimplemented from: Component
prepRenderImage(SceneRenderState * state)
Reimplemented from: RenderComponentInterface
setMeshAsset(const char * assetName)
setNodeTransforms(Vector< MatrixF > transforms)
Reimplemented from: RenderComponentInterface
setupShape()
unpackUpdate(NetConnection * conn, BitStream * stream)
Reimplemented from: Component
updateMaterials()
updateShape()
