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Inherits Service.
Inherited by EntityImpl.
List of all members.
Detailed Description
An entity represents an object in the scene. Entities are generic and consistent: you don't create new implementations of the Entity interface. Instead, you create a generic entity, and then specialize it by adding Attributes to it. Each attribute contributes to the final behavior of the entity.
Note that attributes are always processed in order, and the first one added will be the first one processed. This can have some effect on the final behavior of the entity. Also important: in general, entities must be singular, that is they cannot appear in the hierarchy more than once.
Member Function Documentation
| virtual void Entity::addAttribute |
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Attribute * |
a |
) |
[pure virtual] |
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Add a new attribute to the end of the attribute list. |
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Detect collisions with other entities. This call is hierarchical, if the entity has children, they will be tested as well. |
| virtual const Char* Entity::getName |
( |
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const [pure virtual] |
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Retrieve an entity's name. -
Scripted as:
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[r/w string] name
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| virtual bool Entity::initialize |
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const Char * |
name |
) |
[pure virtual] |
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Every entity is identified by a text name. |
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Insert a new attribute into the list. If the attribute before is not part of this entity, this method will behave the same as addAttribute(). |
| virtual Attribute* Entity::queryAttribute |
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const Char * |
type |
) |
[pure virtual] |
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Locate an attribute of an entity. |
| virtual void Entity::removeAttribute |
( |
Attribute * |
a |
) |
[pure virtual] |
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Remove an attribute from the entity. |
| virtual void Entity::render |
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RenderContext * |
rc |
) |
[pure virtual] |
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Render the entity. This call is hierarchical; if the entity has children, they will get rendered as well. |
| virtual void Entity::replaceAttribute |
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Attribute * |
aOld, |
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Attribute * |
aNew |
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) |
[pure virtual] |
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Replace one attribute with another, without changing the order of the attributes. If the target attribute does not exist, this method will behave the same as addAttribute(). |
| virtual void Entity::setName |
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const Char * |
name |
) |
[pure virtual] |
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Change the entity's name. -
Scripted as:
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[r/w string] name
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Respond to a collision with another entity. Unlike the update() and render(), this method is not propogated to the entity's children. |
| virtual void Entity::update |
( |
UpdateContext * |
uc |
) |
[pure virtual] |
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Update the entity. This call is hierarchical; if the entity has children, they will get updated as well. |
The documentation for this struct was generated from the following file:
Flat Four Engine
Copyright (C) 2001 by 379, Inc.
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