#include <updateentity.h>
Inheritance diagram for UpdateEntity:


Public Member Functions | |
| virtual void | Update (float fDeltaTime) |
| bool | IsActive () const |
| virtual void | Activate () |
| virtual void | Deactivate () |
| bool | Toggle () |
Protected Attributes | |
| bool | m_bActive |
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Update object
Reimplemented in AnimatedNode, AnimatedSubMesh, Animation, AnimatorController, MassParticle, MeshEntity, NodeAnimatorController, ParticleSystem, PhysicsManager, PhysicsNode, RigidBody, SceneNode, Skeleton, SkeletalSubMesh, SubMesh, SubMeshAnimatorController, Animation< SubMeshKeyframe >, Animation< NodeKeyframe >, AnimatorController< SubMeshAnimation >, AnimatorController< NodeAnimation >, and AnimatorController< SkeletonAnimation >. |
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Query state of object
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Activate object |
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Deactivate object |
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Toggle active state. This method does not need to be overloaded, it is only a wrapper to Activate and Deactivate
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Active flag |
1.3.5