OpenRaider
0.1.4-dev
Open Source Tomb Raider Game Engine implementation
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The game world (model) More...
#include <World.h>
Public Member Functions | |
~World () | |
Deconstructs an object of World. More... | |
void | destroy () |
Clears all data in world. More... | |
void | addRoom (Room *room) |
unsigned long | sizeRoom () |
Room & | getRoom (unsigned long index) |
void | addSprite (Sprite *sprite) |
unsigned long | sizeSprite () |
Sprite & | getSprite (unsigned long index) |
void | addSpriteSequence (SpriteSequence *sprite) |
unsigned long | sizeSpriteSequence () |
SpriteSequence & | getSpriteSequence (unsigned long index) |
void | addEntity (Entity *entity) |
unsigned long | sizeEntity () |
Entity & | getEntity (unsigned long index) |
void | addSkeletalModel (SkeletalModel *model) |
unsigned long | sizeSkeletalModel () |
SkeletalModel & | getSkeletalModel (unsigned long index) |
void | addStaticMesh (StaticMesh *model) |
unsigned long | sizeStaticMesh () |
StaticMesh & | getStaticMesh (unsigned long index) |
void | addMesh (Mesh *mesh) |
unsigned long | sizeMesh () |
Mesh & | getMesh (unsigned long index) |
Private Attributes | |
std::vector< std::unique_ptr< Room > > | mRooms |
std::vector< std::unique_ptr< Sprite > > | mSprites |
std::vector< std::unique_ptr< SpriteSequence > > | mSpriteSequences |
std::vector< std::unique_ptr< Entity > > | mEntities |
std::vector< std::unique_ptr< SkeletalModel > > | mModels |
std::vector< std::unique_ptr< StaticMesh > > | mStaticMeshes |
std::vector< std::unique_ptr< Mesh > > | mMeshes |
void World::addSpriteSequence | ( | SpriteSequence * | sprite | ) |
SpriteSequence & World::getSpriteSequence | ( | unsigned long | index | ) |
void World::addSkeletalModel | ( | SkeletalModel * | model | ) |
SkeletalModel & World::getSkeletalModel | ( | unsigned long | index | ) |
void World::addStaticMesh | ( | StaticMesh * | model | ) |
StaticMesh & World::getStaticMesh | ( | unsigned long | index | ) |
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