LiveActorKit class
Base classes
- class HioNode
Constructors, destructors, conversion operators
- LiveActorKit(s32 maxActors, s32 maxPlayers)
- ~LiveActorKit() virtual
Public functions
- void init(s32 maxCameras)
- void initGraphics(const GraphicsInitArg& graphics)
- void initHitSensorDirector()
- void initGravityHolder()
- void initShadowDirector()
- void initEffectSystem()
- void initSwitchAreaDirector(s32, s32)
- void initNatureDirector()
- void endInit()
- void update(const char*)
- void clearGraphicsRequest()
- void updateGraphics()
- void preDrawGraphics()
- auto getActorResourceHolder() const -> ActorResourceHolder*
- auto getAreaObjDirector() const -> AreaObjDirector*
- auto getExecuteDirector() const -> ExecuteDirector*
- auto getGravityHolder() const -> GravityHolder*
- auto getEffectSystem() const -> EffectSystem*
- auto getGraphicsSystemInfo() const -> GraphicsSystemInfo*
- auto getModelDrawBufferCounter() const -> ModelDrawBufferCounter*
- auto getModelDrawBufferUpdater() const -> ModelDrawBufferUpdater*
- auto getExecutorCore1() const -> ExecuteAsyncExecutorUpdate*
- auto getExecutorCore2() const -> ExecuteAsyncExecutorUpdate*
- auto getModelDisplayListController() const -> ModelDisplayListController*
-
auto getSceneDrawContext() const -> agl::
DrawContext* - auto getDynamicDrawActorGroup() const -> LiveActorGroup*
- auto getCameraDirector() const -> CameraDirector*
- auto getClippingDirector() const -> ClippingDirector*
- auto getCollisionDirector() const -> CollisionDirector*
- auto getItemDirector() const -> ItemDirectorBase*
- auto getPlayerHolder() const -> PlayerHolder*
- auto getHitSensorDirector() const -> HitSensorDirector*
- auto getScreenPointDirector() const -> ScreenPointDirector*
- auto getShadowDirector() const -> ShadowDirector*
- auto getStageSwitchDirector() const -> StageSwitchDirector*
- auto getSwitchAreaDirector() const -> SwitchAreaDirector*
- auto getLiveActorGroupAllActors() const -> LiveActorGroup*
- auto getDemoDirector() const -> DemoDirector*
- auto getGamePadSystem() const -> GamePadSystem*
- auto getPadRumbleDirector() const -> PadRumbleDirector*
- auto getNatureDirector() const -> NatureDirector*
- auto getModelGroup() const -> ModelGroup*
- void setItemDirector(ItemDirectorBase* itemDirector)
- void setDemoDirector(DemoDirector* demoDirector)
-
void setSceneDrawContext(agl::
DrawContext* drawContext) - void setGamePadSystem(GamePadSystem* gamePadSystem)
- void setEffectSystem(EffectSystem* effectSystem)