KarmaEngine
Game Engine for practical learning and research purposes
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PrimitiveComponent.h
Go to the documentation of this file.
1
10#pragma once
11
12#include "krpch.h"
13
14#include "SceneComponent.h"
15
16namespace Karma
17{
24 {
26
27 public:
29 uint8_t CastShadow : 1;
30
36 virtual void BeginPlay() override;
37
38 private:
44 mutable float LastRenderTime;
45
47 mutable float LastRenderTimeOnScreen;
48
49 //friend class FPrimitiveSceneInfo;
50
51 public:
58 void SetCachedMaxDrawDistance(const float newCachedMaxDrawDistance);
59 };
60}
#define KARMA_API
Defining Karma's API macro for storage class information.
Definition Core.h:41
#define DECLARE_KARMA_CLASS(TClass, TSuperClass)
Karma's gamecode object class declaration.
Definition GFrameworkMacros.h:44
This file contains the class USceneComponent.
PrimitiveComponents are SceneComponents that contain or generate some sort of geometry,...
Definition PrimitiveComponent.h:24
virtual void BeginPlay() override
Used to detach physics objects before simulation begins. This is needed because at runtime we can't h...
Definition PrimitiveComponent.cpp:5
uint8_t CastShadow
Definition PrimitiveComponent.h:29
void SetCachedMaxDrawDistance(const float newCachedMaxDrawDistance)
Utility to cache the max draw distance based on cull distance volumes or the desired max draw distanc...
Definition PrimitiveComponent.cpp:9
USceneComponent()
A constructor.
Definition SceneComponent.cpp:8