class World
Defined in:
The C4World.h
World
class encapsulates a complete world.
Definition
class World : public LinkTarget<World>
Member Functions
World::GetWorldFlags |
Returns the world flags. |
World::SetWorldFlags |
Sets the world flags. |
World::SetFinalColorTransform |
Sets the color transform used in post-processing. |
World::GetRootNode |
Returns the root node of a world. |
World::AddNewNode |
Adds a new node to the world and preprocesses it. |
World::GetWorldCamera |
Returns the current camera. |
World::SetWorldCamera |
Sets the current camera. |
World::GetController |
Returns the controller having a specific controller index. |
World::AddInteractor |
Adds an interactor to a world. |
World::RemoveInteractor |
Removes an interactor from a world. |
World::DetectInteractions |
Tests for interactions in a world. |
World::SetWorldRenderResolution |
Sets the resolution of the viewport into which the world is rendered. |
World::RenderWorld |
Renders a world. |
World::DetectCollision |
Detects a collision between world geometry and a swept sphere. |
World::QueryCollision |
Detects whether a swept sphere collides with world geometry or rigid bodies. |
World::QueryProximity |
Enumerates the world geometry nodes and rigid bodies that intersect a sphere. |
World::ActivateTriggers |
Activates all triggers through which a given segment passes. |
World::HandleNewRigidBodyContact |
Called by default when a new contact is made between two rigid bodies. |
World::HandleNewGeometryContact |
Called by default when a new contact is made between a rigid body and a geometry node. |
World::HandlePhysicsSpaceExit |
Called by default when a rigid body exits the volume enclosed by the physics space. |
Constructor
World(const char *name, uint32 flags = 0);
World(Node *root, uint32 flags = 0);
Parameters
name |
The name of a world resource. |
root |
A pointer to the root node of the world's transform tree. |
flags |
The initial world flags. |
Description
Base Classes
LinkTarget<World> |
Used internally by the World Manager. |
See Also