2 #include "TileObject.h" 3 #include "AnimInstanceBase.h" 14 virtual CBaseObject::_SceneObjectType GetType(){
return CBaseObject::MissileObject; };
27 string m_sDestObjectName;
45 float m_fExplotionTime;
59 float m_blendingFactor;
73 HRESULT
InitObject(
ParaXEntity *model,
const string& sDestObject,
float fSpeed,
float fModelScale=1.0f);
82 virtual void Animate(
double dTimeDelta,
int nRenderNumber=0 );
virtual IViewClippingObject * GetViewClippingObject()
return the view clipping object used for object-level clipping when rendering this object...
Definition: MissileObject.cpp:268
bool IsExploded()
whether it is exploded.
Definition: MissileObject.h:63
a flying missile in the global space.
Definition: MissileObject.h:11
3-dimensional vector with double precision.
Definition: ParaDVector3.h:17
It's used as parameter to Draw method of each scene object.
Definition: SceneState.h:284
Pure interface for CBaseObject (3D scene object) It defines basic shapes and collision detection...
Definition: IViewClippingObject.h:29
different physics engine has different winding order.
Definition: EventBinding.h:32
virtual HRESULT Draw(SceneState *sceneState)
only for drawable objects
Definition: MissileObject.cpp:74
HRESULT InitObject(ParaXEntity *model, const string &sDestObject, float fSpeed, float fModelScale=1.0f)
fire a missile at a target using the specified effect model and speed.
Definition: MissileObject.cpp:32
Standard 3-dimensional vector.
Definition: ParaVector3.h:16
virtual AssetEntity * GetPrimaryAsset()
used as KEY for batch rendering
Definition: MissileObject.h:88
Definition: ParaXEntity.h:9
it presents a given in bone animation providers or parax local model bone animation pools ...
Definition: AnimInstanceBase.h:13
virtual void SetPosition(const DVector3 &v)
always bottom center of the bounding shape
Definition: MissileObject.cpp:273
Tile Object have position and bounding rect and can usually be attached to quad-tree terrain tile...
Definition: TileObject.h:10
void Explode()
to explode the missile object.
Definition: MissileObject.cpp:249
bool IsFired()
whether the missile is fired from the source object.
Definition: MissileObject.h:67
virtual void Animate(double dTimeDelta, int nRenderNumber=0)
animate the model by a given delta time.
Definition: MissileObject.cpp:117
Base class for managed asset entity in ParaEngine.
Definition: AssetEntity.h:25