#include <NodeAttribute.h>
Inherits EMotionFX::BaseObject.
Public Member Functions | |
virtual uint32 | GetType () const =0 |
virtual const char * | GetTypeString () const =0 |
virtual NodeAttribute * | Clone () const =0 |
Public Member Functions inherited from EMotionFX::BaseObject | |
BaseObject () | |
virtual | ~BaseObject () |
Public Member Functions inherited from MCore::MemoryObject | |
MemoryObject () | |
virtual | ~MemoryObject () |
void | IncreaseReferenceCount () |
void | DecreaseReferenceCount () |
void | Destroy () |
uint32 | GetReferenceCount () const |
Protected Member Functions | |
NodeAttribute () | |
virtual | ~NodeAttribute () |
Protected Member Functions inherited from EMotionFX::BaseObject | |
void | Delete () override |
virtual void | Delete () |
The node attribute base class. Custom attributes can be attached to every node. An example of an attribute could be physics properties. In order to create your own node attribute, simply inherit a class from this base class.
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inlineprotected |
The constructor.
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inlineprotectedvirtual |
The destructor.
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pure virtual |
Clone the node attribute.
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pure virtual |
Get the attribute type.
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pure virtual |
Get the attribute type as a string. This string should contain the name of the class.