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GameObject

Struct GameObject 

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pub struct GameObject {
    pub id: u64,
    pub name: String,
    pub transform: Transform,
    pub mesh: MeshBinding,
    pub visible: bool,
    pub parent_id: Option<u64>,
    pub components: Vec<ComponentSlot>,
    pub property_tags: Vec<String>,
    pub topology_layer: u8,
}
Expand description

A game object — empty container that gains visual and behavioral identity through MeshBinding and ComponentSlots.

  • id: deterministic u64, no UUIDs or RNG.
  • transform: inline hot data, accessed every frame.
  • components: bounded Vec<ComponentSlot> (max 32).
  • Fully serializable for scene save/load and network replication.

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§id: u64§name: String§transform: Transform§mesh: MeshBinding§visible: bool§parent_id: Option<u64>§components: Vec<ComponentSlot>§property_tags: Vec<String>

Property tags (e.g., “isFlammable”, “isDestructible”). Drive physics heuristics, DreamMatter behavior, and event emission at runtime.

§topology_layer: u8

Topology layer index (0=Universe, 9=Point). Determines which gameplay channel this object belongs to. GPU quantum culling uses this to render only the active layer’s content.

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impl GameObject

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pub fn new(id: u64, name: String) -> Self

Create a new empty game object with default transform and no mesh.

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pub fn with_primitive(id: u64, name: String, kind: PrimitiveKind) -> Self

Create with a primitive mesh (default gray color).

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pub fn add_component(&mut self, slot: ComponentSlot) -> Result<(), String>

Attach a component. Returns error if MAX_COMPONENTS_PER_OBJECT exceeded.

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pub fn remove_component(&mut self, kind: ComponentKind) -> bool

Remove the first component matching kind. Returns true if found.

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pub fn get_component(&self, kind: ComponentKind) -> Option<&ComponentSlot>

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pub fn get_component_mut( &mut self, kind: ComponentKind, ) -> Option<&mut ComponentSlot>

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pub fn has_component(&self, kind: ComponentKind) -> bool

Check whether this object has any component of the given kind.

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pub fn validate(&self) -> Result<(), String>

Validate data integrity.

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impl Clone for GameObject

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fn clone(&self) -> GameObject

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for GameObject

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for GameObject

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for GameObject

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,