2 #include "BaseObject.h" 17 HRESULT InitObject(
MeshEntity* ppMesh,
float fOBB_X,
float fOBB_Y,
float fOBB_Z,
bool bRenderMesh);
different physics engine has different winding order.
Definition: EventBinding.h:32
dynamic actor based scene object
Definition: DynamicObject.h:10
MeshEntity distinguish one template from other.
Definition: MeshEntity.h:38
Defines the base class of all scene elements:CBaseObject for Parallel World Engine.
Definition: BaseObject.h:230