Abstract class
Category: Data
boolean
boolean value
void resetOrientation()
void lookAt(target [, up [, lockOnUpAxis]])
void lookAt(target, lockOnUpAxis)
Name | Type | Description |
---|---|---|
target | vec3f | |
lockOnUpAxis | boolean |
void rotateAround(pivot, rotation)
Name | Type | Description |
---|---|---|
pivot | vec3f | |
rotation | quaternion |
void rotateAround(pivot, vector, angle)
void rotateX(ax)
Name | Type | Description |
---|---|---|
ax | float |
void rotateY(ay)
Name | Type | Description |
---|---|---|
ay | float |
void rotateZ(az)
Name | Type | Description |
---|---|---|
az | float |
void setRotationX(ax)
Name | Type | Description |
---|---|---|
ax | float |
void setRotationY(ay)
Name | Type | Description |
---|---|---|
ay | float |
void setRotationZ(az)
Name | Type | Description |
---|---|---|
az | float |
void rotateLocalX(ax)
Name | Type | Description |
---|---|---|
ax | float |
void rotateLocalY(ay)
Name | Type | Description |
---|---|---|
ay | float |
void rotateLocalZ(az)
Name | Type | Description |
---|---|---|
az | float |
void setScale(scale)
Name | Type | Description |
---|---|---|
scale | float |
void scale(scale)
Name | Type | Description |
---|---|---|
scale | vec3f |
void scale(scale)
Name | Type | Description |
---|---|---|
scale | float |
void setGlobalTransform(position, orientation)
Name | Type | Description |
---|---|---|
position | vec3f | |
orientation | quaternion |
void setGlobalTransform(position, orientation, scale)
Name | Type | Description |
---|---|---|
position | vec3f | |
orientation | quaternion | |
scale | vec3f |
vec3f getGlobalPosition()
quaternion getGlobalOrientation()
LEVEL getLevel()
void destroy()
void destroyAllChild()
GAME_OBJECT getParent()
void setParent(parent [, keepWorldTransform])
Name | Type | Description |
---|---|---|
parent | GAME_OBJECT | |
keepWorldTransform | boolean |
void forEachChild(function)
Name | Type | Description |
---|---|---|
function | function<void|boolean(GAME_OBJECT child)> | If false is returned, the iteration stops. Returns true by default. |
void forEachChildRecursive(function)
Name | Type | Description |
---|---|---|
function | function<void|boolean(GAME_OBJECT child)> | If false is returned, the iteration stops. Returns true by default. |
void forEachComponent(function)
Name | Type | Description |
---|---|---|
function | function<void|boolean(COMPONENT)> | If false is returned, the iteration stops. Returns true by default. |
void forEachComponentReverse(function)
Name | Type | Description |
---|---|---|
function | function<void|boolean(COMPONENT)> | If false is returned, the iteration stops. Returns true by default. |
boolean buildMinMaxBounding(outMin, outMax)
Name | Type | Description |
---|---|---|
outMin | vec3f | Out argument |
outMax | vec3f | Out argument |
Guid getId()
COMPONENT addComponent(componentType [, enabled])
Name | Type | Description |
---|---|---|
componentType | component type | |
enabled | boolean |
COMPONENT getOrCreateComponent(componentType [, replaceExistingVariant])
Name | Type | Description |
---|---|---|
componentType | component type | |
replaceExistingVariant | boolean |
COMPONENT findFirstObjectWithComponentDown(type [, ignoreDestroyingObject])
Name | Type | Description |
---|---|---|
type | component type | |
ignoreDestroyingObject | boolean |