Untold Engine
Beta v0.0.16
docs
|
The U4DScene class represents the scene (universe) object of the game. A scene can have multiple worlds. A world represents the View Component of the Model-View-Controller pattern. More...
Public Member Functions | |
U4DScene () | |
class constructor | |
virtual | ~U4DScene () |
class destructor | |
U4DScene (const U4DScene &value) | |
copy constructor | |
U4DScene & | operator= (const U4DScene &value) |
copy constructor | |
virtual void | init () |
init method. | |
U4DSceneStateManager * | getSceneStateManager () |
Gets the pointer to the scene manager. | |
virtual void | loadComponents (U4DWorld *uGameWorld, U4DGameLogicInterface *uGameLogic) final |
sets the pointer for the world, controller and logic classes More... | |
virtual void | loadComponents (U4DWorld *uGameWorld, U4DWorld *uLoadingWorld, U4DGameLogicInterface *uGameLogic) final |
sets the pointer for the world, controller and logic classes and the loading world More... | |
virtual void | update (float dt) final |
Method in charge of updating the states of each entity. More... | |
virtual void | render (id< MTLCommandBuffer > uCommandBuffer) final |
Renders the current entity. More... | |
U4DControllerInterface * | getGameController () |
void | determineVisibility () |
determines if the current entity is within the camera frustum More... | |
float | getGlobalTime () |
Returns the global time. More... | |
void | loadMainWorldInBackground () |
Initiates world in the background while the loading world is playing. | |
void | initializeMultithreadofComponents () |
Initiates the multi-thread of the world and loading-world objects. | |
void | setAnchorMouse (bool uValue) |
Anchor mouse to center of screen. | |
bool | getAnchorMouse () |
get if mouse should be anhored to the center of the screen | |
Public Attributes | |
U4DControllerInterface * | gameController |
pointer to the game controller interface | |
U4DWorld * | gameWorld |
pointer to the world class | |
U4DWorld * | loadingWorld |
pointer to the world class representing the loading world | |
bool | componentsMultithreadLoaded |
Used to confirm if the loading and world scene are loading simultaneously. | |
U4DGameLogicInterface * | gameLogic |
pointer to the game model(logic) interface | |
U4DSceneStateManager * | sceneStateManager |
Pointer to the scene state manager. | |
The U4DScene class represents the scene (universe) object of the game. A scene can have multiple worlds. A world represents the View Component of the Model-View-Controller pattern.
void U4DEngine::U4DScene::determineVisibility | ( | ) |
determines if the current entity is within the camera frustum
any 3D model outside of the frustum are not rendered
float U4DEngine::U4DScene::getGlobalTime | ( | ) |
Returns the global time.
|
finalvirtual |
sets the pointer for the world, controller and logic classes
uGameWorld | pointer to the world object |
uGameLogic | pointer to the game logic interface |
|
finalvirtual |
sets the pointer for the world, controller and logic classes and the loading world
uGameWorld | pointer to the world object |
uLoadingWorld | pointer to the loading world object |
uGameLogic | pointer to the game logic interface |
|
finalvirtual |
Renders the current entity.
Updates the space matrix, any rendering flags, bones and shadows properties. It encodes the pipeline, buffers and issues the draw command
uRenderEncoder | Metal encoder object for the current entity |
|
finalvirtual |
Method in charge of updating the states of each entity.
dt | time value |