[OgreKit Lua]

Classes | Public Member Functions | List of all members
gsGameObject Class Reference
Inheritance diagram for gsGameObject:
gsObject gsCamera gsCurve gsEntity gsLight gsParticles gsSkeleton

Public Member Functions

 gsGameObject ()
 
 ~gsGameObject ()
 
gkString getOriginalName (void)
 
gsVector3 getPosition (void)
 
gsVector3 getRotation (void)
 
gsQuaternion getOrientation (void)
 
gsVector3 getScale (void)
 
gsVector3 getWorldPosition (void)
 
gsVector3 getWorldRotation (void)
 
gsVector3 getWorldScale (void)
 
void setTransform (const gsMatrix4 &vmat)
 
void bakeTransform ()
 
int getFilterMask ()
 
int getFilterGroup ()
 
gsVector2 getScreenPos (bool absolute=true)
 
gsQuaternion getWorldOrientation (void)
 
gsVector3 getLinearVelocity (void)
 
gsVector3 getAngularVelocity (void)
 
gsVector3 getLinearFactor (void)
 
void setLinearFactor (const gsVector3 &v)
 
gsVector3 getAngularFactor (void)
 
void setAngularFactor (const gsVector3 &v)
 
void setGravity (const gsVector3 &v)
 
gsVector3 getGravity (void)
 
void clearForces (void)
 
void setMass (gkScalar mass)
 
void applyForce (const gsVector3 &v, gsTransformSpace ts=TS_PARENT)
 
void applyForce (float x, float y, float z, gsTransformSpace ts=TS_PARENT)
 
void setLinearVelocity (const gsVector3 &v, gsTransformSpace ts=TS_PARENT)
 
void setLinearVelocity (float x, float y, float z, gsTransformSpace ts=TS_PARENT)
 
void setAngularVelocity (const gsVector3 &v, gsTransformSpace ts=TS_PARENT)
 
void setAngularVelocity (float x, float y, float z, gsTransformSpace ts=TS_PARENT)
 
void suspendPhysics (bool suspend)
 
void setPosition (const gsVector3 &v)
 
void setPosition (float x, float y, float z)
 
void setRotation (const gsVector3 &v)
 
void setRotation (float pitch, float yaw, float roll)
 
void lookAt (const gsVector3 &v)
 
void lookAt (gsGameObject *lookAtObj)
 
gsQuaternion fakeLookAt (const gsVector3 &v)
 
void setOrientation (const gsQuaternion &quat)
 
void setOrientation (float w, float x, float y, float z)
 
void setScale (const gsVector3 &v)
 
void setScale (float x, float y, float z)
 
gsGameObjectTypes getType (void)
 
void rotate (float dx, float dy, float dz)
 
void rotate (const gsVector3 &v)
 
void rotate (const gsQuaternion &v)
 
void rotate (float dx, float dy, float dz, gsTransformSpace ts)
 
void rotate (const gsVector3 &v, gsTransformSpace ts)
 
void rotate (const gsQuaternion &v, gsTransformSpace ts)
 
void tweenToPos (const gsVector3 &to, float ptime, TweenTransition ptransition=TWT_EXPO, TweenEq pequation=TWE_EASE_OUT, float pdelay=0)
 
void translate (float x, float y, float z)
 
void translate (const gsVector3 &v)
 
void translate (float x, float y, float z, gsTransformSpace ts)
 
void translate (const gsVector3 &v, gsTransformSpace ts)
 
void scale (const gsVector3 &v)
 
void scale (float x, float y, float z)
 
gsVector3 getDimension ()
 
void yaw (float deg)
 
void yaw (float deg, gsTransformSpace ts)
 
void pitch (float deg)
 
void pitch (float deg, gsTransformSpace ts)
 
void roll (float deg)
 
void roll (float deg, gsTransformSpace ts)
 
int getState (void)
 
void changeState (int v)
 
bool hasParent ()
 
void setParent (gsGameObject *par)
 
void setParentInPlace (gsGameObject *par)
 
void clearParent (void)
 
void clearParentInPlace (void)
 
void addChild (gsGameObject *chi)
 
void removeChild (gsGameObject *chi)
 
gkGameObject * getChildAt (int pos)
 
int getChildCount (void)
 
gkGameObject * getChildByName (const gkString &name)
 
gkGameObject * getParent (void)
 
void enableContacts (bool v)
 
bool hasContacts ()
 
bool hasContact (const gkString &object)
 
int getContactCount ()
 
gkGameObject * getContact (int nr)
 
gsContactInfo getContactInfo (int nr)
 
bool isVehicle ()
 
gkVehicle * getVehicle ()
 
gkLogicTree * getLogicTree ()
 
gkScene * getScene (void)
 
gkAnimationPlayer * getAnimation (const gkString &name, bool loop=true)
 
void playAnimation (gsAnimationPlayer *anim, float blend=0, bool restart=false)
 
gkAnimationPlayer * playAnimation (const gkString &name, float blend, bool restart=false, bool loop=true)
 
void stopAnimation (const gkString &name)
 
void pauseAnimations ()
 
void resumeAnimations ()
 
int getAnimationCount ()
 
gkString getAnimationName (int nr)
 
void setVisible (bool b)
 
bool isVisible ()
 
gsProperty getProperty (const gkString &name)
 
bool hasProperty (const gkString &name)
 
gkVariable * getPropertyRaw (const gkString &name)
 
void setProperty (const gkString &prop, gsVector3 vec)
 
void setProperty (const gkString &prop, bool v)
 
void setProperty (const gkString &prop, float v)
 
void setProperty (const gkString &prop, gkString v)
 
gsProperty __getitem__ (const gkString &prop)
 
void __setitem__ (const gkString &prop, bool v)
 
void __setitem__ (const gkString &prop, float v)
 
void __setitem__ (const gkString &prop, const char *v)
 
void __setitem__ (const gkString &prop, gsVector3 v)
 
void addCallback (gsSelf self, gsFunction func)
 
void addCallback (gsFunction func)
 
void removeCallback ()
 
gkGameObjectInstance * getGroupInstance ()
 
bool isGroupInstance ()
 
 OGRE_KIT_WRAP_BASE_COPY_CTOR (gsGameObject, gkInstancedObject)
 
 OGRE_KIT_TEMPLATE_CAST (gkGameObject, m_object)
 
- Public Member Functions inherited from gsObject
 gsObject ()
 
void createInstance (void)
 
void destroyInstance (void)
 
void reinstance (void)
 
bool isInstanced ()
 
gkString getName (void)
 
gkString getGroupName (void)
 
 OGRE_KIT_WRAP_CLASS_COPY_CTOR (gsObject, gkInstancedObject, m_object)
 
 OGRE_KIT_INTERNAL_CAST (m_object)
 

Constructor & Destructor Documentation

gsGameObject::gsGameObject ( )
gsGameObject::~gsGameObject ( )
inline

Member Function Documentation

gsProperty gsGameObject::__getitem__ ( const gkString &  prop)
void gsGameObject::__setitem__ ( const gkString &  prop,
bool  v 
)
void gsGameObject::__setitem__ ( const gkString &  prop,
float  v 
)
void gsGameObject::__setitem__ ( const gkString &  prop,
const char *  v 
)
void gsGameObject::__setitem__ ( const gkString &  prop,
gsVector3  v 
)
void gsGameObject::addCallback ( gsSelf  self,
gsFunction  func 
)
void gsGameObject::addCallback ( gsFunction  func)
void gsGameObject::addChild ( gsGameObject chi)
void gsGameObject::applyForce ( const gsVector3 v,
gsTransformSpace  ts = TS_PARENT 
)
void gsGameObject::applyForce ( float  x,
float  y,
float  z,
gsTransformSpace  ts = TS_PARENT 
)
void gsGameObject::bakeTransform ( )
void gsGameObject::changeState ( int  v)
void gsGameObject::clearForces ( void  )
void gsGameObject::clearParent ( void  )
void gsGameObject::clearParentInPlace ( void  )
void gsGameObject::enableContacts ( bool  v)
gsQuaternion gsGameObject::fakeLookAt ( const gsVector3 v)
gsVector3 gsGameObject::getAngularFactor ( void  )
gsVector3 gsGameObject::getAngularVelocity ( void  )
gkAnimationPlayer* gsGameObject::getAnimation ( const gkString &  name,
bool  loop = true 
)
int gsGameObject::getAnimationCount ( )
gkString gsGameObject::getAnimationName ( int  nr)
gkGameObject* gsGameObject::getChildAt ( int  pos)
gkGameObject* gsGameObject::getChildByName ( const gkString &  name)
int gsGameObject::getChildCount ( void  )
gkGameObject* gsGameObject::getContact ( int  nr)
int gsGameObject::getContactCount ( )
gsContactInfo gsGameObject::getContactInfo ( int  nr)
gsVector3 gsGameObject::getDimension ( )
int gsGameObject::getFilterGroup ( )
inline
int gsGameObject::getFilterMask ( )
inline
gsVector3 gsGameObject::getGravity ( void  )
gkGameObjectInstance* gsGameObject::getGroupInstance ( )
gsVector3 gsGameObject::getLinearFactor ( void  )
gsVector3 gsGameObject::getLinearVelocity ( void  )
gkLogicTree* gsGameObject::getLogicTree ( )
gsQuaternion gsGameObject::getOrientation ( void  )
gkString gsGameObject::getOriginalName ( void  )
inline
gkGameObject* gsGameObject::getParent ( void  )
gsVector3 gsGameObject::getPosition ( void  )
gsProperty gsGameObject::getProperty ( const gkString &  name)
inline
gkVariable* gsGameObject::getPropertyRaw ( const gkString &  name)
gsVector3 gsGameObject::getRotation ( void  )
gsVector3 gsGameObject::getScale ( void  )
gkScene* gsGameObject::getScene ( void  )
gsVector2 gsGameObject::getScreenPos ( bool  absolute = true)
int gsGameObject::getState ( void  )
gsGameObjectTypes gsGameObject::getType ( void  )
gkVehicle* gsGameObject::getVehicle ( )
gsQuaternion gsGameObject::getWorldOrientation ( void  )
gsVector3 gsGameObject::getWorldPosition ( void  )
gsVector3 gsGameObject::getWorldRotation ( void  )
gsVector3 gsGameObject::getWorldScale ( void  )
bool gsGameObject::hasContact ( const gkString &  object)
bool gsGameObject::hasContacts ( )
bool gsGameObject::hasParent ( )
bool gsGameObject::hasProperty ( const gkString &  name)
bool gsGameObject::isGroupInstance ( )
bool gsGameObject::isVehicle ( )
bool gsGameObject::isVisible ( )
void gsGameObject::lookAt ( const gsVector3 v)
void gsGameObject::lookAt ( gsGameObject lookAtObj)
gsGameObject::OGRE_KIT_TEMPLATE_CAST ( gkGameObject  ,
m_object   
)
gsGameObject::OGRE_KIT_WRAP_BASE_COPY_CTOR ( gsGameObject  ,
gkInstancedObject   
)
void gsGameObject::pauseAnimations ( )
void gsGameObject::pitch ( float  deg)
void gsGameObject::pitch ( float  deg,
gsTransformSpace  ts 
)
void gsGameObject::playAnimation ( gsAnimationPlayer anim,
float  blend = 0,
bool  restart = false 
)
gkAnimationPlayer* gsGameObject::playAnimation ( const gkString &  name,
float  blend,
bool  restart = false,
bool  loop = true 
)
void gsGameObject::removeCallback ( )
void gsGameObject::removeChild ( gsGameObject chi)
void gsGameObject::resumeAnimations ( )
void gsGameObject::roll ( float  deg)
void gsGameObject::roll ( float  deg,
gsTransformSpace  ts 
)
void gsGameObject::rotate ( float  dx,
float  dy,
float  dz 
)
void gsGameObject::rotate ( const gsVector3 v)
void gsGameObject::rotate ( const gsQuaternion v)
void gsGameObject::rotate ( float  dx,
float  dy,
float  dz,
gsTransformSpace  ts 
)
void gsGameObject::rotate ( const gsVector3 v,
gsTransformSpace  ts 
)
void gsGameObject::rotate ( const gsQuaternion v,
gsTransformSpace  ts 
)
void gsGameObject::scale ( const gsVector3 v)
void gsGameObject::scale ( float  x,
float  y,
float  z 
)
void gsGameObject::setAngularFactor ( const gsVector3 v)
void gsGameObject::setAngularVelocity ( const gsVector3 v,
gsTransformSpace  ts = TS_PARENT 
)
void gsGameObject::setAngularVelocity ( float  x,
float  y,
float  z,
gsTransformSpace  ts = TS_PARENT 
)
void gsGameObject::setGravity ( const gsVector3 v)
void gsGameObject::setLinearFactor ( const gsVector3 v)
void gsGameObject::setLinearVelocity ( const gsVector3 v,
gsTransformSpace  ts = TS_PARENT 
)
void gsGameObject::setLinearVelocity ( float  x,
float  y,
float  z,
gsTransformSpace  ts = TS_PARENT 
)
void gsGameObject::setMass ( gkScalar  mass)
void gsGameObject::setOrientation ( const gsQuaternion quat)
void gsGameObject::setOrientation ( float  w,
float  x,
float  y,
float  z 
)
void gsGameObject::setParent ( gsGameObject par)
void gsGameObject::setParentInPlace ( gsGameObject par)
void gsGameObject::setPosition ( const gsVector3 v)
void gsGameObject::setPosition ( float  x,
float  y,
float  z 
)
void gsGameObject::setProperty ( const gkString &  prop,
gsVector3  vec 
)
inline
void gsGameObject::setProperty ( const gkString &  prop,
bool  v 
)
inline
void gsGameObject::setProperty ( const gkString &  prop,
float  v 
)
inline
void gsGameObject::setProperty ( const gkString &  prop,
gkString  v 
)
inline
void gsGameObject::setRotation ( const gsVector3 v)
void gsGameObject::setRotation ( float  pitch,
float  yaw,
float  roll 
)
void gsGameObject::setScale ( const gsVector3 v)
void gsGameObject::setScale ( float  x,
float  y,
float  z 
)
void gsGameObject::setTransform ( const gsMatrix4 vmat)
void gsGameObject::setVisible ( bool  b)
void gsGameObject::stopAnimation ( const gkString &  name)
void gsGameObject::suspendPhysics ( bool  suspend)
void gsGameObject::translate ( float  x,
float  y,
float  z 
)
void gsGameObject::translate ( const gsVector3 v)
void gsGameObject::translate ( float  x,
float  y,
float  z,
gsTransformSpace  ts 
)
void gsGameObject::translate ( const gsVector3 v,
gsTransformSpace  ts 
)
void gsGameObject::tweenToPos ( const gsVector3 to,
float  ptime,
TweenTransition  ptransition = TWT_EXPO,
TweenEq  pequation = TWE_EASE_OUT,
float  pdelay = 0 
)
void gsGameObject::yaw ( float  deg)
void gsGameObject::yaw ( float  deg,
gsTransformSpace  ts 
)