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hub / github.com/TorqueGameEngines/Torque3D / attachPathObject

Method attachPathObject

Engine/source/Verve/Torque3D/VMotion.cpp:162–185  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

160}
161
162void VTorque::attachPathObject( PathObjectType *pPath, SceneObjectType *pObject, const bool &pForward, const bool &pRelative, const S32 &pStartNodeIndex, const S32 &pEndNodeIndex, const String &pOrientation, const String &pOrientationData )
163{
164 if ( !pPath || !pObject )
165 {
166 // Sanity!
167 return;
168 }
169
170 // Attach Object.
171 _attachPathObject( pPath, pObject, pForward, pRelative, pStartNodeIndex, pEndNodeIndex, pOrientation, pOrientationData );
172
173#if defined( VT_EDITOR ) && defined( VT_SYNC_LOCALCLIENT )
174
175 // Fetch the client Path.
176 VPath *clientPath = dynamic_cast<VPath*>( getClientObject( pPath ) );
177 SceneObjectType *clientObject = dynamic_cast<SceneObjectType*>( getClientObject( pObject ) );
178 if ( clientPath && clientObject )
179 {
180 // Attach Object.
181 _attachPathObject( clientPath, clientObject, pForward, pRelative, pStartNodeIndex, pEndNodeIndex, pOrientation, pOrientationData );
182 }
183
184#endif
185}
186
187void VTorque::detachPathObject( PathObjectType *pPath, SceneObjectType *pObject )
188{

Callers

nothing calls this directly

Calls 2

_attachPathObjectFunction · 0.70
getClientObjectFunction · 0.70

Tested by

no test coverage detected