dtActors::GameMeshActorProxy Class Reference

This class is the proxy for a basic game object that has a single static mesh. More...

#include <gamemeshactor.h>

Inheritance diagram for dtActors::GameMeshActorProxy:

dtGame::GameActorProxy dtDAL::PhysicalActorProxy dtDAL::TransformableActorProxy dtDAL::ActorProxy

List of all members.

Public Member Functions

 GameMeshActorProxy ()
 Constructs the proxy.
virtual void BuildPropertyMap ()
 Builds the property map for the task actor proxy.
virtual void BuildInvokables ()
 Registers any invokables used by the proxy.
virtual const
ActorProxy::RenderMode & 
GetRenderMode ()
 Gets the method by which this static mesh is rendered.
virtual dtDAL::ActorProxyIconGetBillBoardIcon ()
 Gets the billboard used to represent static mesh if this proxy's render mode is RenderMode::DRAW_BILLBOARD_ICON.

Protected Member Functions

virtual ~GameMeshActorProxy ()
 Destroys the proxy.
virtual void CreateActor ()
 Called by the game manager during creation of the proxy.


Detailed Description

This class is the proxy for a basic game object that has a single static mesh.

Use this base class if you are using the Game Manager and want to create a simple game object that has one mesh. It is basically a GameActorProxy with the code from StaticMeshActorProxy in dtActors. Note, this class does NOT cache geometry in memory. The reasoning is that since this is a dynamic GameActor that is intended to respond to message and have behavior, changes to its geometry (damaged states, etc.) should happen to each instances. If you want to share geometry for a static actor, check out StaticMeshActorProxy.

See also:
GameActorProxy

GameMeshActor

StaticMeshActorProxy


Constructor & Destructor Documentation

dtActors::GameMeshActorProxy::GameMeshActorProxy (  ) 

Constructs the proxy.

dtActors::GameMeshActorProxy::~GameMeshActorProxy (  )  [protected, virtual]

Destroys the proxy.


Member Function Documentation

void dtActors::GameMeshActorProxy::BuildPropertyMap (  )  [virtual]

Builds the property map for the task actor proxy.

These properties wrap the specified properties located in the actor.

Reimplemented from dtGame::GameActorProxy.

void dtActors::GameMeshActorProxy::BuildInvokables (  )  [virtual]

Registers any invokables used by the proxy.

The invokables allow the actor to hook into the game manager messages system.

Reimplemented from dtGame::GameActorProxy.

const dtDAL::ActorProxy::RenderMode & dtActors::GameMeshActorProxy::GetRenderMode (  )  [virtual]

Gets the method by which this static mesh is rendered.

This is used by STAGE.

Returns:
If there is no geometry currently assigned, this method will return RenderMode::DRAW_BILLBOARD_ICON. If there is geometry assigned to this static mesh, RenderMode::DRAW_ACTOR is returned.

Reimplemented from dtDAL::ActorProxy.

dtDAL::ActorProxyIcon * dtActors::GameMeshActorProxy::GetBillBoardIcon (  )  [virtual]

Gets the billboard used to represent static mesh if this proxy's render mode is RenderMode::DRAW_BILLBOARD_ICON.

Used by STAGE.

Returns:

Reimplemented from dtDAL::ActorProxy.

void dtActors::GameMeshActorProxy::CreateActor (  )  [protected, virtual]

Called by the game manager during creation of the proxy.

This method creates the real actor and returns it.

Implements dtGame::GameActorProxy.


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2.0.0 generated 14 Feb 2008