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Plasma Engine
2.0
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Describes the initial state of a game object. More...
#include <GameObjectDesc.h>
Public Member Functions | |
PL_DECLARE_POD_TYPE () | |
Public Attributes | |
bool | m_bActiveFlag = true |
Whether the object should have the 'active flag' set. See plGameObject::SetActiveFlag(). | |
bool | m_bDynamic = false |
Whether the object should start out as 'dynamic'. See plGameObject::MakeDynamic(). | |
plUInt16 | m_uiTeamID = 0 |
See plGameObject::GetTeamID(). | |
plHashedString | m_sName |
See plGameObject::SetName(). | |
plGameObjectHandle | m_hParent |
An optional parent object to attach this object to as a child. | |
plVec3 | m_LocalPosition = plVec3::MakeZero() |
The local position relative to the parent (or the world) | |
plQuat | m_LocalRotation = plQuat::MakeIdentity() |
The local rotation relative to the parent (or the world) | |
plVec3 | m_LocalScaling = plVec3(1) |
The local scaling relative to the parent (or the world) | |
float | m_LocalUniformScaling = 1.0f |
An additional local uniform scaling relative to the parent (or the world) | |
plTagSet | m_Tags |
See plGameObject::GetTags() | |
plUInt32 | m_uiStableRandomSeed = 0xFFFFFFFF |
0 means the game object gets a random value assigned, 0xFFFFFFFF means that if the object has a parent, the value will be derived deterministically from that one's seed, otherwise it gets a random value, any other value will be used directly | |
Describes the initial state of a game object.