[−][src]Module rg3d::scene
Contains all structures and methods to create and manage scenes.
Scene is container for graph nodes, animations and physics.
Modules
base | Contains all structures and methods to create and manage base scene graph nodes. |
camera | Contains all methods and structures to create and manage cameras. |
graph | Contains all methods and structures to create and manage scene graphs. |
light | Contains all structures and methods to create and manage lights. |
mesh | Contains all structures and methods to create and manage mesh scene graph nodes. |
node | Contains all structures and methods to create and manage scene graph nodes. |
particle_system | Contains all structures and methods to create and manage particle systems. |
sprite | Contains all structures and methods to create and manage sprites. |
transform | Contains all structures and methods to create and manage transforms. |
Structs
Line | Colored line between two points. |
PhysicsBinder | Physics binder is used to link graph nodes with rigid bodies. Scene will sync transform of node with its associated rigid body. |
Scene | See module docs. |
SceneContainer | Container for scenes in the engine. It just a simple wrapper around Pool. |
SceneDrawingContext | Drawing context for simple graphics, it allows you to draw simple figures using set of lines. Most common use is to draw some debug geometry in your game, draw physics info (contacts, meshes, shapes, etc.), draw temporary geometry in editor and so on. |
StaticGeometryBinder | Allows you to bind a mesh and a static geometry together, it is used on deserialization stage to fill a static geometry by geometry from a mesh. This is useful in situations when you need to use a model from your map as static geometry for physics. In this case there is no need to serialize static geometry in a file. This is somewhat similar to mesh geometry resolving at deserialization - it takes geometry from resource, not from data in a file. |