Drag[en]gine Game Engine  1.21
dePropFieldGround Class Reference

Prop Field Ground. More...

#include <dePropFieldGround.h>

Public Member Functions

Constructors and Destructors
 dePropFieldGround ()
 Create new prop field ground. More...
 
 ~dePropFieldGround ()
 Clean up prop field ground. More...
 
Management
void Clear ()
 Clears the ground of the height terrain and all terrains and components. More...
 
deHeightTerrainGetHeightTerrain () const
 Height terrain or NULL if not set. More...
 
void SetHeightTerrain (deHeightTerrain *heightTerrain)
 Set height terrain or NULL if not set. More...
 
Components
int GetComponentCount () const
 Number of components. More...
 
deComponentGetComponentAt (int index) const
 Component at the given index. More...
 
int IndexOfComponent (deComponent *component) const
 Index of the given component or -1 if not found. More...
 
bool HasComponent (deComponent *component) const
 Given component exists. More...
 
void AddComponent (deComponent *component)
 Adds a component. More...
 
void RemoveComponent (deComponent *component)
 Removes a component. More...
 
void RemoveAllComponents ()
 Removes all components. More...
 

Detailed Description

Prop Field Ground.

Defines the ground for instances of a prop field to be projected upon. This list contains components as well as the height terrain making up the ground. This list is used by the physics module to project prop field instances onto the ground. This list is designed to be used for a short time to align instances added to a prop field and is afterwards released. components are held by the prop field ground. Since this object is designed to live only for a short time no reference counting is used.

Constructor & Destructor Documentation

◆ dePropFieldGround()

dePropFieldGround::dePropFieldGround ( )

Create new prop field ground.

◆ ~dePropFieldGround()

dePropFieldGround::~dePropFieldGround ( )

Clean up prop field ground.

Member Function Documentation

◆ AddComponent()

void dePropFieldGround::AddComponent ( deComponent component)

Adds a component.

◆ Clear()

void dePropFieldGround::Clear ( )

Clears the ground of the height terrain and all terrains and components.

◆ GetComponentAt()

deComponent* dePropFieldGround::GetComponentAt ( int  index) const

Component at the given index.

◆ GetComponentCount()

int dePropFieldGround::GetComponentCount ( ) const
inline

Number of components.

◆ GetHeightTerrain()

deHeightTerrain* dePropFieldGround::GetHeightTerrain ( ) const
inline

Height terrain or NULL if not set.

◆ HasComponent()

bool dePropFieldGround::HasComponent ( deComponent component) const

Given component exists.

◆ IndexOfComponent()

int dePropFieldGround::IndexOfComponent ( deComponent component) const

Index of the given component or -1 if not found.

◆ RemoveAllComponents()

void dePropFieldGround::RemoveAllComponents ( )

Removes all components.

◆ RemoveComponent()

void dePropFieldGround::RemoveComponent ( deComponent component)

Removes a component.

◆ SetHeightTerrain()

void dePropFieldGround::SetHeightTerrain ( deHeightTerrain heightTerrain)

Set height terrain or NULL if not set.


The documentation for this class was generated from the following file: