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Blamite Game Engine - Sapien (Library)  00433.02.16.25.2127.blamite
The level editor application for the Blamite Game Engine.
BlamScenarioHierarchy Class Reference

Class representing a scenario hierarchy. More...

#include <hierarchy.h>

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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_Groupscenario_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...
 

Detailed Description

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.

Constructor & Destructor Documentation

◆ BlamScenarioHierarchy()

BlamScenarioHierarchy::BlamScenarioHierarchy ( )

Constructs a new scenario hierarchy.

◆ ~BlamScenarioHierarchy()

BlamScenarioHierarchy::~BlamScenarioHierarchy ( )

Called when the hierarchy is being destroyed.

Will automatically call ReleaseData().

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Member Function Documentation

◆ GetAllObjectNodes()

std::vector< BlamScenarioHierarchyNode_Object * > BlamScenarioHierarchy::GetAllObjectNodes ( )

Generates a list of all object nodes, within any child hierarchy nodes.

Returns
A list of all object nodes within the hierarchy.
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◆ Refresh()

void BlamScenarioHierarchy::Refresh ( )

Rebuilds the entire hierarchy data from world state and active scenario, cleaning up old data in the process.

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◆ ReleaseData()

void BlamScenarioHierarchy::ReleaseData ( )

Releases all memory used by the scenario hierarchy.

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Member Data Documentation

◆ folder_ids

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.

◆ scenario_root_node

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.


The documentation for this class was generated from the following files: