Used to render a mesh
at the location of this entity. A mesh is a set of polygons that can be used to represent shapes in the world such as:
- foliage and terrain decorations
- movers (for example, doors and lifts)
- procedurally created buildings
Dependencies:
transform_component
on the entity positions the mesh.
Verse using statement |
using { /Verse.org/SceneGraph } |
Inheritance Hierarchy
This class is derived from component
.
Name | Description |
---|---|
component |
Base class for authoring logic and data in the SceneGraph. Using components you can author re-usable building blocks of logic and data which can then be added to entities in the scene. Components are a very low level building block which can be used in many ways. For example:
As components are generic there is no specific way that they must be used. It is up to the needs of your experience if you use one big game component or if you break up logic into many small components. Classes deriving from component must also specify Only one instance of a component from each subclass group can be added to an entity at a time. For example, given this group of components, only one light_component can exist on a single entity. To create multiple lights you should use multiple entities. light_component := class ============================================================================== Component Lifetime Components move through a series of lifetime functions as they are added to entities, added to the scene, and begin running in the simulation. Components should override these methods to perform setup and run their simulation. As a component shuts down it will then move through shutdown version of these
functions, giving users the opportunity to clean up any retained state on the
component before it is disposed
.
Lifetime Methods:
OnAddedToScene
OnBeginSimulation -> OnSimulate |
Exposed Interfaces
This class exposes the following interfaces:
Name | Description |
---|---|
enableable |
Implemented by classes whose instances can be enabled and disabled. |
Members
This class has both data members and functions.
Data
Data Member Name | Type | Description |
---|---|---|
Collideable |
?logic |
Enable/disable collision on this mesh. If enabled, meshes may collide in the physics simulation. |
Entity |
entity |
The parent entity of this component.
|
EntityEnteredEvent |
unknown |
Triggered at the beginning of each tick when another entity first overlaps this entity. |
EntityExitedEvent |
unknown |
Triggered at the beginning of each tick when another entity is no longer overlapping this entity |
Queryable |
?logic |
Enable/disable spatial queries against this mesh. Disabling this field will also disable EntityEnteredEvent/EntityExitedEvent. |
TickEvents |
?tick_events |
Set callbacks to |
Visible |
?logic |
Enable/disable visibility of this mesh. |
Functions
Function Name | Description |
---|---|
Disable |
Disables rendering of this mesh. |
Enable |
Enables rendering of this mesh. |
IsEnabled |
Succeeds if the component is enabled, fails if it's disabled. |
IsInScene |
Succeeds if the component is currently in the scene.
|
IsSimulating |
Succeeds if the component is currently simulating.
|
OnAddedToScene |
Called when the component is added to the scene by parenting it under the simulation entity or another entity already in the scene.
|
OnBeginSimulation |
Called when the component begins simulating within the scene.
|
OnEndSimulation |
Called when the component ends simulation within the scene.
|
OnReceive |
Respond to an event being propagated through the scene graph. Returns if the event is consumed, in which case the event will not be passed to the next entity, depending on how the event is being sent through the hierarchy. |
OnRemovingFromScene |
Called when the component is about to be removed from the scene.
|
OnSimulate |
Called when the component begins simulating within the scene.
|
RemoveFromEntity |
Removes the component from the entity.
|