SimGroup
Engine/source/console/simSet.h
A group of SimObjects.
Public Types
Parent
Public Friends
class
class
Private Attributes
Private Functions
_addObject(SimObject * object, bool forcePushBack)
Public Functions
addObject(SimObject * object, SimObjectId id)
findObject(const char * name)
Find a named sub-object of this object.
bool
processArguments(S32 argc, ConsoleValueRef * argv)
Process constructor options. (ie, new SimObject(1,2,3))
pushObject(SimObject * object)
Add the given object to the end of the object list of this set.
removeObject(SimObject * object)
Remove the given object from the set.
Detailed Description
A group of SimObjects.
A SimGroup is a stricter form of SimSet. SimObjects may only be a member of a single SimGroup at a time.
The SimGroup will automatically enforce the single-group-membership rule.
// From engine/sim/simPath.cc - getting a pointer to a SimGroup SimGroup* pMissionGroup = dynamic_cast<SimGroup*>(Sim::findObject("MissionGroup")); // From game/trigger.cc:46 - iterating over a SimObject's group. SimObject* trigger = ...; SimGroup* pGroup = trigger->getGroup(); for (SimGroup::iterator itr = pGroup->begin(); itr != pGroup->end(); itr++) { // do something with *itr }
Public Types
typedef SimSet Parent
Public Friends
Private Attributes
SimNameDictionary mNameDictionary
Private Functions
_addObject(SimObject * object, bool forcePushBack)
_removeObjectNoLock(SimObject * )
Public Functions
~SimGroup()
addObject(SimObject * object)
Reimplemented from: SimSet
Reimplemented by: ForestBrush, SimPath::Path, GuiContainer, GuiControlArrayControl, GuiDynamicCtrlArrayControl, GuiFrameSetCtrl, GuiRolloutCtrl, GuiScrollCtrl, GuiStackControl, GuiControl, GuiFormCtrl, GuiMenuBar, Scene
addObject(SimObject * object, const char * name)
addObject(SimObject * object, SimObjectId id)
clear()
Reimplemented from: SimSet
Reimplemented by: Forest, GuiPopUpMenuCtrl, GuiPopUpMenuCtrlEx, GuiTextListCtrl, DbgFileView, CreatorTree, VPath
clone()
Reimplemented from: SimSet
DECLARE_CONOBJECT(SimGroup )
deepClone()
Reimplemented from: SimObject
findObject(const char * name)
Reimplemented from: SimSet
getObject(const S32 & index)
onRemove()
Reimplemented from: SimSet
Reimplemented by: afxCamera, afxChoreographer, afxMagicMissile, afxMagicSpell, afxSelectron, afxSpellBook, afxBillboard, afxModel, afxMooring, afxParticleEmitter, afxParticleEmitterPath, afxProjectile, afxZodiacPlane, afxParticlePool, ScriptGroup, BasicClouds, CloudLayer, DecalRoad, MeshRoad, River, ScatterSky, SkyBox, Sun, TimeOfDay, VolumetricFog, VolumetricFogRTManager, WaterBlock, WaterObject, WaterPlane, Forest, ForestWindEmitter, GuiTextListCtrl, GuiCanvas, GuiControl, GuiOffscreenCanvas, GuiEditCtrl, GuiInspector, GuiMenuBar, GuiMessageVectorCtrl, EditTSCtrl, GuiConvexEditorCtrl, CoverPoint, NavMesh, NavPath, OpenVROverlay, OpenVRTrackedObject, DInputManager, UInputManager, PostEffect, SceneObject, SceneSpace, SimPath::Path, Marker, SceneRootZone, SFXSound, SFXSource, NetConnection, NetObject, AccumulationVolume, AIPlayer, Camera, ConvexShape, Debris, RenderMeshExample, RenderObjectExample, RenderShapeExample, Explosion, fxFoliageReplicator, fxShapeReplicator, GroundCover, Lightning, ParticleEmitter, ParticleEmitterNode, Precipitation, Ribbon, RibbonNode, Splash, GameBase, GameConnection, GroundPlane, Item, LevelInfo, LightBase, BoxEnvironmentProbe, ReflectionProbe, Skylight, SphereEnvironmentProbe, MissionArea, MissionMarker, CameraBookmark, NotesObject, PathCamera, PathShape, PhysicalZone, PhysicsDebris, PhysicsForce, PhysicsShape, Player, Prefab, Projectile, ProximityMine, RigidShape, Scene, SFXEmitter, ShapeBase, StaticShape, Trigger, TSStatic, AITurretShape, TurretShape, FlyingVehicle, HoverVehicle, Vehicle, VehicleBlocker, WheeledVehicle, TerrainBlock, VActor, VPath
popObject()
Reimplemented from: SimSet
processArguments(S32 argc, ConsoleValueRef * argv)
Reimplemented from: SimObject
Reimplemented by: WaterObject, GuiControl, SFXSource
pushObject(SimObject * object)
Reimplemented from: SimSet
removeObject(SimObject * object)
Reimplemented from: SimSet
Reimplemented by: SimPath::Path, GuiContainer, GuiControlArrayControl, GuiFrameSetCtrl, GuiRolloutCtrl, GuiStackControl, GuiControl, GuiFormCtrl, Scene