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Blamite Game Engine - Sapien (Library)
00440.08.07.25.2124.blamite
The level editor application for the Blamite Game Engine.
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Class representing a scenario hierarchy. More...
#include <hierarchy.h>
Collaboration diagram for BlamScenarioHierarchy:Public Member Functions | |
| BlamScenarioHierarchy () | |
| Constructs a new scenario hierarchy. More... | |
| ~BlamScenarioHierarchy () | |
| Called when the hierarchy is being destroyed. More... | |
| void | Refresh () |
| Rebuilds the entire hierarchy data from world state and active scenario, cleaning up old data in the process. More... | |
| void | ReleaseData () |
| Releases all memory used by the scenario hierarchy. More... | |
| std::vector< BlamScenarioHierarchyNode_Object * > | GetAllObjectNodes () |
| Generates a list of all object nodes, within any child hierarchy nodes. More... | |
Public Attributes | |
| BlamScenarioHierarchyNode_Group * | scenario_root_node = nullptr |
| Pointer to the Scenario/Mission root node. More... | |
| std::map< int, BlamScenarioHierarchyNode_Group * > | folder_ids = std::map<int, BlamScenarioHierarchyNode_Group*>() |
| A map containing a list of all folder IDs, and their respective node groups. More... | |
Class representing a scenario hierarchy.
The hierarchy is similar to a scene in other engines, in the sense that it provides information about all objects within the loaded level. The hierarchy alone, however, does not manage any particular details about a scene other than what is loaded, and where.
| BlamScenarioHierarchy::BlamScenarioHierarchy | ( | ) |
Constructs a new scenario hierarchy.
| BlamScenarioHierarchy::~BlamScenarioHierarchy | ( | ) |
Called when the hierarchy is being destroyed.
Will automatically call ReleaseData().
Here is the call graph for this function:| std::vector< BlamScenarioHierarchyNode_Object * > BlamScenarioHierarchy::GetAllObjectNodes | ( | ) |
Generates a list of all object nodes, within any child hierarchy nodes.
Here is the call graph for this function:
Here is the caller graph for this function:| void BlamScenarioHierarchy::Refresh | ( | ) |
Rebuilds the entire hierarchy data from world state and active scenario, cleaning up old data in the process.
Here is the call graph for this function:
Here is the caller graph for this function:| void BlamScenarioHierarchy::ReleaseData | ( | ) |
Releases all memory used by the scenario hierarchy.
Here is the caller graph for this function:| std::map<int, BlamScenarioHierarchyNode_Group*> BlamScenarioHierarchy::folder_ids = std::map<int, BlamScenarioHierarchyNode_Group*>() |
A map containing a list of all folder IDs, and their respective node groups.
Used for quick access to a folder from a folder ID.
| BlamScenarioHierarchyNode_Group* BlamScenarioHierarchy::scenario_root_node = nullptr |
Pointer to the Scenario/Mission root node.
This node is the root node that all objects loaded via the level's scenario tag are placed under. While individual groups/folders can be created freely, any scenario objects can only exist within this root node.