My Project
DynamicObject.h
1 #pragma once
2 #include "BaseObject.h"
3 
4 namespace ParaEngine
5 {
6 struct MeshEntity;
11  public CBaseObject
12 {
13 public:
14  CDynamicObject(void);
15  virtual ~CDynamicObject(void);
16 public:
17  HRESULT InitObject(MeshEntity* ppMesh, float fOBB_X, float fOBB_Y, float fOBB_Z, bool bRenderMesh);
18 };
19 }
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