#include <iEntityScene.h>
◆ iEntityScene()
igor::iEntityScene::iEntityScene |
( |
const iaString & |
name | ) |
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ctor
- Parameters
-
name | the name of the scene |
◆ ~iEntityScene()
igor::iEntityScene::~iEntityScene |
( |
| ) |
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◆ addSystem()
void igor::iEntityScene::addSystem |
( |
const iaString & |
systemName | ) |
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add system
- Parameters
-
systemName | the system to add |
◆ clear()
void igor::iEntityScene::clear |
( |
| ) |
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◆ clearSelection()
void igor::iEntityScene::clearSelection |
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◆ copy() [1/2]
void igor::iEntityScene::copy |
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◆ copy() [2/2]
copy given entities
assumes entities match given scene
- Parameters
-
sceneID | the given scene |
entities | the given entities |
◆ createEntity() [1/2]
creates an entity, adds it to this scene and returns it
ownership stays with the scene
- Parameters
-
name | the name of this entity |
id | optional id to override the generated one |
- Returns
- newly created entity
◆ createEntity() [2/2]
create entity from existing one
- Parameters
-
srcEntity | the source entity to create a copy from |
copyID | if true also copy the ID of the original entity else generate a new id |
- Returns
- newly created entity
◆ cut() [1/2]
void igor::iEntityScene::cut |
( |
| ) |
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◆ cut() [2/2]
cut given entities
assumes entities match given scene
- Parameters
-
sceneID | the given scene |
entities | the given entities |
◆ destroyEntity() [1/2]
void igor::iEntityScene::destroyEntity |
( |
iEntityID |
entityID | ) |
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destroys given entity by id
- Parameters
-
entityID | the given entity id |
◆ destroyEntity() [2/2]
void igor::iEntityScene::destroyEntity |
( |
iEntityPtr |
entity | ) |
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destroys given entity
- Parameters
-
◆ duplicate() [1/2]
void igor::iEntityScene::duplicate |
( |
| ) |
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duplicate selected entities
◆ duplicate() [2/2]
duplicate given entities from given scene
assumes entities match given scene
- Parameters
-
sceneID | the given scene |
entities | the given entities |
◆ getActiveCamera()
iEntityPtr igor::iEntityScene::getActiveCamera |
( |
| ) |
const |
◆ getCameras()
std::vector< iEntityPtr > igor::iEntityScene::getCameras |
( |
| ) |
const |
- Returns
- all entities with camera component
only if iCameraSystem was added to this scene
◆ getEntities()
const std::vector< iEntityPtr > igor::iEntityScene::getEntities |
( |
| ) |
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- Returns
- all entities ordered by name
This is slow. Don't use it unless you really have to
◆ getEntity()
- Returns
- entity for given entity ID. zero if not found
- Parameters
-
entityID | the given entity ID |
◆ getEntitySelectionChangedEvent()
iEntitySelectionChangedEvent & igor::iEntityScene::getEntitySelectionChangedEvent |
( |
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- Returns
- entity selection change event
◆ getID()
◆ getName()
const iaString & igor::iEntityScene::getName |
( |
| ) |
const |
◆ getOctree()
iOctreed & igor::iEntityScene::getOctree |
( |
| ) |
const |
◆ getQuadtree()
iQuadtreed & igor::iEntityScene::getQuadtree |
( |
| ) |
const |
◆ getRootEntity()
iEntityPtr igor::iEntityScene::getRootEntity |
( |
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const |
◆ getSelection()
const std::vector< iEntityID > & igor::iEntityScene::getSelection |
( |
| ) |
const |
◆ getSystems()
const std::vector< iaString > igor::iEntityScene::getSystems |
( |
| ) |
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- Returns
- list of systems running on this scene
◆ hasOctree()
bool igor::iEntityScene::hasOctree |
( |
| ) |
const |
- Returns
- true if octree present
◆ hasQuadtree()
bool igor::iEntityScene::hasQuadtree |
( |
| ) |
const |
- Returns
- true if quadtree present
◆ initializeOctree()
void igor::iEntityScene::initializeOctree |
( |
const iAACubed & |
cube, |
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const uint32 |
splitThreshold = 8 , |
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const uint32 |
maxDepth = 16 |
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) |
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initialize octree which makes it available for use
- Parameters
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cube | volume of the whole octree |
splitThreshold | threshold count of objects on a node before splitting the node |
maxDepth | the maximum depth of the tree |
◆ initializeQuadtree()
void igor::iEntityScene::initializeQuadtree |
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const iaRectangled & |
rect, |
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const uint32 |
splitThreshold = 4 , |
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const uint32 |
maxDepth = 16 |
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) |
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initialize quadtree which makes it available for use
- Parameters
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rect | area of the whole quadtree |
splitThreshold | threshold count of objects on a node before splitting the node |
maxDepth | the maximum depth of the tree |
◆ paste() [1/2]
void igor::iEntityScene::paste |
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| ) |
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◆ paste() [2/2]
paste clipboard to given scene and entity
assumes entity matches given scene
- Parameters
-
sceneID | the given scene |
entityID | the given entity |
◆ removeSystem()
void igor::iEntityScene::removeSystem |
( |
const iaString & |
systemName | ) |
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remove system
- Parameters
-
systemName | the system to remove |
◆ setName()
void igor::iEntityScene::setName |
( |
const iaString & |
name | ) |
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sets name of scene
- Parameters
-
name | the name of the scene |
◆ setSelection()
void igor::iEntityScene::setSelection |
( |
const std::vector< iEntityID > & |
selection | ) |
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sets selection on this scene
- Parameters
-
selection | the entity IDs to select |
◆ iEntity
◆ iEntitySystemModule
◆ iEntityTraverser
◆ iPrefabIO
◆ iView
The documentation for this class was generated from the following files: