Scene

Description

Managing scene objects and their hierarchy.

Classes

class  Component
 Components represent primary logic elements in the scene. More...
 
class  GameObject
 Type of object that can be referenced by a GameObject handle. More...
 
struct  GameObjectHandle< T >::Bool_struct< _Ty >
 
class  GameObjectHandle< T >
 A handle that can point to various types of game objects. More...
 
class  Prefab
 Prefab is a saveable hierarchy of scene objects. More...
 
class  PrefabUtility
 Performs various prefab specific operations. More...
 
class  SceneObject
 An object in the scene graph. More...
 

Typedefs

typedef Flags< ComponentFlag > ComponentFlags
 
typedef GameObjectHandle< GameObject > HGameObject
 
typedef GameObjectHandle< SceneObject > HSceneObject
 
typedef GameObjectHandle< Component > HComponent
 
typedef GameObjectHandle< CCamera > HCamera
 
typedef GameObjectHandle< CRenderable > HRenderable
 
typedef GameObjectHandle< CLight > HLight
 
typedef GameObjectHandle< CAnimation > HAnimation
 
typedef GameObjectHandle< CBone > HBone
 
typedef GameObjectHandle< CRigidbody > HRigidbody
 
typedef GameObjectHandle< CCollider > HCollider
 
typedef GameObjectHandle< CBoxCollider > HBoxCollider
 
typedef GameObjectHandle< CSphereCollider > HSphereCollider
 
typedef GameObjectHandle< CCapsuleCollider > HCapsuleCollider
 
typedef GameObjectHandle< CPlaneCollider > HPlaneCollider
 
typedef GameObjectHandle< CJoint > HJoint
 
typedef GameObjectHandle< CHingeJoint > HHingeJoint
 
typedef GameObjectHandle< CSliderJoint > HSliderJoint
 
typedef GameObjectHandle< CDistanceJoint > HDistanceJoint
 
typedef GameObjectHandle< CSphericalJoint > HSphericalJoint
 
typedef GameObjectHandle< CFixedJoint > HFixedJoint
 
typedef GameObjectHandle< CD6Joint > HD6Joint
 
typedef GameObjectHandle< CCharacterController > HCharacterController
 
typedef GameObjectHandle< CReflectionProbe > HReflectionProbe
 
typedef GameObjectHandle< CSkybox > HSkybox
 

Enumerations

enum  ComponentFlag { AlwaysRun = 1 }
 Flags that control behavior of a Component. More...
 
enum  SceneObjectFlags { SOF_DontInstantiate = 0x01, SOF_DontSave = 0x02, SOF_Persistent = 0x04, SOF_Internal = 0x08 }
 Possible modifiers that can be applied to a SceneObject. More...
 

Functions

template<class _Ty1 , class _Ty2 >
GameObjectHandle< _Ty1 > static_object_cast (const GameObjectHandle< _Ty2 > &other)
 Casts one GameObject handle type to another. More...
 
template<class _Ty1 , class _Ty2 >
bool operator== (const GameObjectHandle< _Ty1 > &_Left, const GameObjectHandle< _Ty2 > &_Right)
 Compares if two handles point to the same GameObject. More...
 
template<class _Ty1 , class _Ty2 >
bool operator!= (const GameObjectHandle< _Ty1 > &_Left, const GameObjectHandle< _Ty2 > &_Right)
 Compares if two handles point to different GameObjects. More...
 

Enumeration Type Documentation

enum ComponentFlag
strong

Flags that control behavior of a Component.

Enumerator
AlwaysRun 

Ensures that scene manager cannot pause or stop component callbacks from executing.

Off by default.

enum SceneObjectFlags

Possible modifiers that can be applied to a SceneObject.

Enumerator
SOF_DontInstantiate 

Object wont be in the main scene and its components won't receive updates.

SOF_DontSave 

Object will be skipped when saving the scene hierarchy or a prefab.

SOF_Persistent 

Object will remain in the scene even after scene clear, unless destroyed directly.

This only works with top-level objects.

SOF_Internal 

Provides a hint to external systems that his object is used by engine internals.

For example, those systems might not want to display those objects together with the user created ones.

Function Documentation

bool bs::operator!= ( const GameObjectHandle< _Ty1 > &  _Left,
const GameObjectHandle< _Ty2 > &  _Right 
)

Compares if two handles point to different GameObjects.

bool bs::operator== ( const GameObjectHandle< _Ty1 > &  _Left,
const GameObjectHandle< _Ty2 > &  _Right 
)

Compares if two handles point to the same GameObject.

GameObjectHandle<_Ty1> bs::static_object_cast ( const GameObjectHandle< _Ty2 > &  other)

Casts one GameObject handle type to another.