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hub / github.com/TorqueGameEngines/Torque3D / setPathObjectNode

Method setPathObjectNode

Engine/modules/Verve/Torque3D/VMotion.cpp:410–433  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

408}
409
410void VTorque::setPathObjectNode( PathObjectType *pPath, SceneObjectType *pObject, const S32 &pNode )
411{
412 if ( !pPath || !pObject )
413 {
414 // Sanity!
415 return;
416 }
417
418 // Update Object Current Node.
419 pPath->setPathObjectNode( pObject, pNode );
420
421#if defined( VT_EDITOR ) && defined( VT_SYNC_LOCALCLIENT )
422
423 // Fetch the client Path.
424 VPath *clientPath = dynamic_cast<VPath*>( getClientObject( pPath ) );
425 SceneObjectType *clientObject = dynamic_cast<SceneObjectType*>( getClientObject( pObject ) );
426 if ( clientPath && clientObject )
427 {
428 // Update Object Current Node.
429 clientPath->setPathObjectNode( clientObject, pNode );
430 }
431
432#endif
433}
434
435void VTorque::setPathObjectEndNode( PathObjectType *pPath, SceneObjectType *pObject, const S32 &pNode )
436{

Callers

nothing calls this directly

Calls 1

getClientObjectFunction · 0.70

Tested by

no test coverage detected