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Public API Reference |
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This interface describes the API for the null mesh object. More...
#include <imesh/nullmesh.h>
Public Member Functions | |
virtual void | GetBoundingBox (csBox3 &box)=0 |
Get the bounding box represented by this object. | |
virtual float | GetRadius () const =0 |
Get the radius of the sphere represented by this object. | |
virtual void | SetBoundingBox (const csBox3 &box)=0 |
Set the bounding box represented by this object. | |
virtual void | SetHitBeamMeshObject (iMeshObject *mesh)=0 |
Sets a mesh to perform hitbeam calculations on. | |
virtual void | SetRadius (float radius)=0 |
Set the radius of the sphere represented by this object. |
This interface describes the API for the null mesh object.
Definition at line 39 of file nullmesh.h.
virtual void iNullMeshState::GetBoundingBox | ( | csBox3 & | box | ) | [pure virtual] |
Get the bounding box represented by this object.
virtual float iNullMeshState::GetRadius | ( | ) | const [pure virtual] |
Get the radius of the sphere represented by this object.
virtual void iNullMeshState::SetBoundingBox | ( | const csBox3 & | box | ) | [pure virtual] |
Set the bounding box represented by this object.
If you call this function then the radius will be calculated based on this box.
virtual void iNullMeshState::SetHitBeamMeshObject | ( | iMeshObject * | mesh | ) | [pure virtual] |
Sets a mesh to perform hitbeam calculations on.
Useful where you want to use a different shape for these calculations to what you render. An example of this is having a nullmesh to represent an object entity while using pseudo-instancing on a different mesh object for the render.
virtual void iNullMeshState::SetRadius | ( | float | radius | ) | [pure virtual] |
Set the radius of the sphere represented by this object.
If you call this function then the box will be calculated from the radius.