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Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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#include "Scenes/Headers/Scene.h"
Go to the source code of this file.
Namespaces | |
namespace | Divide |
Handle console commands that start with a forward slash. | |
namespace | Divide::AI |
Macros | |
#define | DVD_WAR_SCENE_H |
Functions | |
Divide::BEGIN_SCENE (WarScene) explicit WarScene(PlatformContext &context | |
Divide::~WarScene () override | |
bool | Divide::load () override |
bool | Divide::unload () override |
void | Divide::postLoadMainThread () override |
void | Divide::updateSceneStateInternal (U64 deltaTimeUS) override |
U16 | Divide::registerInputActions () override |
void | Divide::registerPoint (U16 teamID, const string &unitName) |
void | Divide::printMessage (U8 eventId, const string &unitName) const |
void | Divide::debugDraw (GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) override |
void | Divide::onSetActive () override |
void | Divide::startSimulation (I64 btnGUID) |
void | Divide::toggleCamera (InputParams param) |
bool | Divide::removeUnits () |
bool | Divide::addUnits () |
bool | Divide::resetUnits () |
void | Divide::checkGameCompletion () |
void | Divide::weaponCollision (const RigidBodyComponent &collider) |
AI::AIEntity * | Divide::findAI (SceneGraphNode *node) |
bool | Divide::initializeAI (bool continueOnErrors) |
bool | Divide::deinitializeAI (bool continueOnErrors) |
void | Divide::toggleTerrainMode () |
Variables | |
GUIMessageBox * | Divide::_infoBox = nullptr |
vector< TransformComponent * > | Divide::_lightNodeTransforms |
U32 | Divide::_timeLimitMinutes |
U32 | Divide::_scoreLimit |
U32 | Divide::_runCount = 0 |
U64 | Divide::_elapsedGameTime = 0 |
bool | Divide::_sceneReady = false |
bool | Divide::_resetUnits = false |
bool | Divide::_terrainMode = false |
U64 | Divide::_lastNavMeshBuildTime = 0UL |
vector< SceneGraphNode * > | Divide::_armyNPCs [2] |
NPC's are the actual game entities. | |
IMPrimitive * | Divide::_targetLines = nullptr |
SceneGraphNode * | Divide::_flag [2] {nullptr, nullptr} |
SceneGraphNode * | Divide::_particleEmitter = nullptr |
SceneGraphNode * | Divide::_firstPersonWeapon = nullptr |
AI::AITeam * | Divide::_faction [2] {nullptr, nullptr} |
Teams are factions for AIEntites so they can manage friend/foe situations. | |
#define DVD_WAR_SCENE_H |
Definition at line 34 of file WarScene.h.