Claude Chappe' Curse - A C Game
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CapsuleCShape Class Reference
Inheritance diagram for CapsuleCShape:
Collaboration diagram for CapsuleCShape:

Public Member Functions

void constructor ()
 Constructor for the capsule shape class.
 
void get_priority (int *priority)
 Retrieves the priority value.
 
void load ()
 Loads the capsule shape data.
 
void save (FILE *file)
 Saves the current state to a file.
 
void get_model (Model **model)
 Retrieves the model associated with the current object.
 
- Public Member Functions inherited from CShape
void is_cshape (bool *cshape)
 Checks if the given shape is a cshape.
 
void get_model (Model **model)
 Retrieves the model associated with the CShape.
 
void get_shader (Shader *shader)
 Retrieves the shader information.
 
void prepare_render (mat4 modelMatrix, Shader activeShader)
 Prepares the rendering process by setting up the model matrix and activating the shader.
 
void render (mat4 modelMatrix, Shader activeShader)
 Renders the shape using the provided model matrix and active shader.
 
- Public Member Functions inherited from Node
void constructor ()
 Constructor for the Node class.
 
void initialize_node ()
 Initializes a node.
 
void get_glow_shader (Shader *shader)
 Retrieves the glow shader.
 
void get_settings_data (void ***ptr, int *length)
 Retrieves settings data.
 
void load ()
 Loads the necessary resources or data for the node.
 
void save (FILE *file)
 Saves the current state to the specified file.
 
void prepare_render (mat4 modelMatrix, Shader activeShader)
 Renders a node using the specified model matrix and shader.
 
void render ()
 Renders the node.
 
void update_global_position (vec3 pos, vec3 rot, vec3 scale)
 Updates the global position of a node.
 
void update (vec3 pos, vec3 rot, vec3 scale)
 Updates the position, rotation, and scale of a node.
 
void on_resize ()
 Handles the resize event for the node.
 
void free ()
 Frees the resources allocated by the object.
 
void is_cshape (bool *cshape)
 Checks if the current shape is a custom shape.
 
void is_body (bool *body)
 Sets the body status of the node.
 
void is_area (bool *area)
 Checks if the current node is within a specified area.
 
void is_render_target (bool *render_target)
 Sets the render target status.
 
void is_gui_element (bool *result)
 Determines if the current node is a GUI element.
 
void add_child (Node *child)
 Adds a child node to a parent node.
 
void add_child_and_realloc (Node *child)
 Adds a child node to a parent node and reallocates memory if necessary.
 
void remove_child (Node *child)
 Removes a child node from a parent node.
 
void remove_child_and_realloc (Node *child)
 Removes a child node from a parent node and reallocates memory if necessary.
 
void remove_child_and_free (Node *child)
 Removes a child node from a parent node and frees the memory of the child node.
 
void remove_child_and_free_and_realloc (Node *child)
 Removes a child node from a parent node, frees the memory of the child node, and reallocates memory if necessary.
 
int index_of_child (Node *child)
 Retrieves the index of a child node in a parent node's children array.
 
void print (int level)
 Prints the details of a node at a specified level of indentation.
 
void emit_ready (...)
 Emits the 'ready' signal for the node.
 
void emit_update (...)
 Emits an update event for the node.
 
void emit_signal (...)
 Emits a signal if the node has a script and the script has a signal handler.
 

Static Public Attributes

static Model _model = {0}
 Static model instance for the capsule shape.
 
- Static Public Attributes inherited from CShape
static Shader collisionShader
 Shader used for collision detection.
 
- Static Public Attributes inherited from Node
static Shader glowShader = 0
 A static Shader variable used for glow effect.
 

Additional Inherited Members

- Public Attributes inherited from Node
void * object
 
struct Node ** children
 
struct Nodeparent
 
u16 length
 
u8 type
 
u8 flags
 
vec3 pos
 
vec3 rot
 
vec3 scale
 
vec3 globalPos
 
vec3 globalRot
 
vec3 globalScale
 
Behaviorbehavior
 
BehaviorAttributeattribute
 
u8 attributes_count
 
Shader shader
 

Member Function Documentation

◆ constructor()

void CapsuleCShape::constructor ( )
inline

Constructor for the capsule shape class.

This function initializes a new instance of the capsule shape class. It sets up the necessary properties and prepares the object for use.

◆ get_priority()

void CapsuleCShape::get_priority ( int *  priority)
inline

Retrieves the priority value.

This function assigns the priority value to the provided pointer.

Parameters
[out]priorityPointer to an integer where the priority value will be stored.

◆ load()

void CapsuleCShape::load ( )
inline

Loads the capsule shape data.

This function is responsible for loading the necessary data for the capsule shape. It initializes the shape properties and prepares it for rendering or other operations.

◆ save()

void CapsuleCShape::save ( FILE *  file)
inline

Saves the current state to a file.

This function writes the current state of the object to the specified file.

Parameters
fileA pointer to the file where the state will be saved.

◆ get_model()

void CapsuleCShape::get_model ( Model **  model)
inline

Retrieves the model associated with the current object.

This function assigns the model associated with the current object to the provided pointer. The model is returned as a pointer to a pointer of type Model.

Parameters
modelA double pointer to a Model structure where the model will be stored.

Member Data Documentation

◆ _model

Model CapsuleCShape::_model = {0}
static

Static model instance for the capsule shape.

This static variable holds the model data for the capsule shape. It is initialized to zero and used throughout the application to represent the capsule shape.


The documentation for this class was generated from the following file: