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Untold Engine
Beta v0.0.16
docs
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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.
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finalvirtual |
sets the pointer for the world, controller and logic classes
| uGameWorld | pointer to the world object |
| uGameLogic | pointer to the game logic interface |
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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 |
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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 |
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finalvirtual |
Method in charge of updating the states of each entity.
| dt | time value |