API for manipulating game objects
Namespace: | dmGameObject |
Include: | #include <dmsdk/gameobject/gameobject.h> |
TYPES | |
---|---|
HInstance | Gameobject instance handle |
HScript | Script handle |
HScriptInstance | Script instance handle |
HRegister | Collection register. |
HCollection | Gameobject collection handle |
HPrototype | Gameobject prototype handle |
HProperties | Gameobject properties handle |
ENUMS | |
---|---|
Result | result enumeration |
PropertyType | property types |
PropertyResult | property result |
Playback | Playback type enum |
CreateResult | Create result enum |
UpdateResult | Update result enum |
PropertyValueType | Type of property value |
InputResult | Input result enum |
SceneNodePropertyType | scene node property types |
STRUCTS | |
---|---|
struct ComponentTypeCreateCtx | Context used when registering a new component type |
struct PropertyOptions | Property Options |
struct PropertyVar | property variant |
struct PropertyDesc | Description of a property |
struct UpdateContext | Update context |
struct InputAction | Container of input related information. |
struct SceneNode | scene graph traversal node |
struct SceneNodeIterator | scene graph traversal iterator |
struct SceneNodeProperty | scene traversal node property |
struct SceneNodePropertyIterator | scene traversal node property |
bool dmScript::PostDDF(TDDFType* message, dmMessage::Message* sender, dmMessage::Message* receiver, int function_ref, bool unref_function_after_call)
Sends a script message. Wraps the message in a dmGameSystemDDF::ScriptMessage struct.
PARAMETERS
TDDFType* |
message |
The ddf message to send |
dmMessage::Message* |
sender |
The sender |
dmMessage::Message* |
receiver |
The receiver |
int |
function_ref |
The function ref. 0 wil cause the "on_message" to be called |
bool |
unref_function_after_call |
call dmScript::UnrefInInstance on the function_ref after the dmScript::PCall is made |
RETURNS
bool |
true if successful |
void ComponentIterProperties(dmGameObject::SceneNodePropertyIterator pit, dmGameObject::SceneNode* node)
Callback when iterating over the properties for a component.
PARAMETERS
dmGameObject::SceneNodePropertyIterator |
pit |
the property iterator |
dmGameObject::SceneNode* |
node |
the scene node |
uint32_t ComponentTypeGetTypeIndex(ComponentType* type)
Get the component type index. Used for with e.g. dmGameObject::GetWorld()/GetContext()
PARAMETERS
ComponentType* |
type |
the type |
RETURNS
uint32_t |
The type index. |
void ComponentTypeSetNewWorldFn(ComponentType* type, ComponentNewWorld fn)
Set the new world callback. Called when a collection (i.e. a "world") is created.
PARAMETERS
ComponentType* |
type |
the type |
ComponentNewWorld |
fn |
callback |
void ComponentTypeSetDeleteWorldFn(ComponentType* type, ComponentDeleteWorld fn)
Set the world destroy callback. Called when a collection (i.e. a "world") is destroyed.
PARAMETERS
ComponentType* |
type |
the type |
ComponentDeleteWorld |
fn |
callback |
void ComponentTypeSetCreateFn(ComponentType* type, ComponentCreate fn)
Set the component create callback. Called when a component instance is created.
PARAMETERS
ComponentType* |
type |
the type |
ComponentCreate |
fn |
callback |
void ComponentTypeSetDestroyFn(ComponentType* type, ComponentDestroy fn)
Set the component destroy callback. Called when a component instance is destroyed.
PARAMETERS
ComponentType* |
type |
the type |
ComponentDestroy |
fn |
callback |
void ComponentTypeSetInitFn(ComponentType* type, ComponentInit fn)
Set the component init callback. Called on each gameobject's components, during a gameobject's initialization.
PARAMETERS
ComponentType* |
type |
the type |
ComponentInit |
fn |
callback |
void ComponentTypeSetFinalFn(ComponentType* type, ComponentFinal fn)
Set the component finalize callback. Called on each gameobject's components, during a gameobject's finalization.
PARAMETERS
ComponentType* |
type |
the type |
ComponentFinal |
fn |
callback |
void ComponentTypeSetAddToUpdateFn(ComponentType* type, ComponentAddToUpdate fn)
Set the component add-to-update callback. Called for each component instal, when the game object is spawned.
PARAMETERS
ComponentType* |
type |
the type |
ComponentAddToUpdate |
fn |
callback |
void ComponentTypeSetGetFn(ComponentType* type, ComponentGet fn)
Set the component get callback. Called when the scripts want to retrieve the individual component user data given an url.
PARAMETERS
ComponentType* |
type |
the type |
ComponentGet |
fn |
callback |
void ComponentTypeSetRenderFn(ComponentType* type, ComponentsRender fn)
Set the component render callback. Called when it's time to render all component instances.
PARAMETERS
ComponentType* |
type |
the type |
ComponentsRender |
fn |
callback |
void ComponentTypeSetUpdateFn(ComponentType* type, ComponentsUpdate fn)
Set the component update callback. Called when it's time to update all component instances.
PARAMETERS
ComponentType* |
type |
the type |
ComponentsUpdate |
fn |
callback |
void ComponentTypeSetFixedUpdateFn(ComponentType* type, ComponentsFixedUpdate fn)
Set the component update callback. Called when it's time to update all component instances.
PARAMETERS
ComponentType* |
type |
the type |
ComponentsFixedUpdate |
fn |
callback |
void ComponentTypeSetPostUpdateFn(ComponentType* type, ComponentsPostUpdate fn)
Set the component post update callback. Called for each collection after the update, before the render.
PARAMETERS
ComponentType* |
type |
the type |
ComponentsPostUpdate |
fn |
callback |
void ComponentTypeSetOnMessageFn(ComponentType* type, ComponentOnMessage fn)
Set the component on-message callback. Called multiple times per frame, to flush messages.
PARAMETERS
ComponentType* |
type |
the type |
ComponentOnMessage |
fn |
callback |
void ComponentTypeSetOnInputFn(ComponentType* type, ComponentOnInput fn)
Set the component on-input callback. Called once per frame, before the Update function.
PARAMETERS
ComponentType* |
type |
the type |
ComponentOnInput |
fn |
callback |
void ComponentTypeSetOnReloadFn(ComponentType* type, ComponentOnReload fn)
Set the component on-reload callback. Called when the resource of a component instance is reloaded.
PARAMETERS
ComponentType* |
type |
the type |
ComponentOnReload |
fn |
callback |
void ComponentTypeSetSetPropertiesFn(ComponentType* type, ComponentSetProperties fn)
Set the component set properties callback. Called when the component instance is being spwned.
PARAMETERS
ComponentType* |
type |
the type |
ComponentSetProperties |
fn |
callback |
void ComponentTypeSetGetPropertyFn(ComponentType* type, ComponentGetProperty fn)
Set the component get property callback. Called when accessing a property via go.get()
PARAMETERS
ComponentType* |
type |
the type |
ComponentGetProperty |
fn |
callback |
void ComponentTypeSetSetPropertyFn(ComponentType* type, ComponentSetProperty fn)
Set the component set property callback. Called when accessing a property via go.set()
PARAMETERS
ComponentType* |
type |
the type |
ComponentSetProperty |
fn |
callback |
void ComponentTypeSetContext(ComponentType* type, void* context)
Set the component type global context. Usually set when registering the component type.
PARAMETERS
ComponentType* |
type |
the type |
void* |
context |
component type global context |
void* ComponentTypeGetContext(ComponentType* type)
get the component type global context
PARAMETERS
ComponentType* |
type |
the type |
RETURNS
void* |
component type global context |
void ComponentTypeSetReadsTransforms(ComponentType* type, bool reads_transforms)
Set the component type transform dependency flag. If this flag is set, it might trigger an dmGameObject::UpdateTransforms() (if there are dirty transforms)
PARAMETERS
ComponentType* |
type |
the type |
bool |
reads_transforms |
transform dependency flag |
void ComponentTypeSetPrio(ComponentType* type, uint16_t prio)
Set the component type prio order. Defines the update order of the component types.
PARAMETERS
ComponentType* |
type |
the type |
uint16_t |
prio |
prio order |
void ComponentTypeSetHasUserData(ComponentType* type, bool has_user_data)
Set the component type need for a per component instance user data. Defaults to true.
PARAMETERS
ComponentType* |
type |
the type |
bool |
has_user_data |
does each component instance need user data |
void ComponentTypeSetChildIteratorFn(ComponentType* type, FIteratorChildren fn)
set the component child iterator function. Called during inspection
PARAMETERS
ComponentType* |
type |
the type |
FIteratorChildren |
fn |
child iterator function |
void ComponentTypeSetPropertyIteratorFn(ComponentType* type, FIteratorProperties fn)
set the component property iterator function. Called during inspection
PARAMETERS
ComponentType* |
type |
the type |
FIteratorProperties |
fn |
property iterator function |
void INVALID_INSTANCE_POOL_INDEX()
Value for an invalid instance index, this must be the same as defined in gamesys_ddf.proto for Create#index.
PARAMETERS
dmMessage::HSocket GetMessageSocket(dmGameObject::HCollection collection)
Retrieve the message socket for the specified collection.
PARAMETERS
dmGameObject::HCollection |
collection |
Collection handle |
RETURNS
dmMessage::HSocket |
The message socket of the specified collection |
dmGameObject::HInstance GetCollection(dmGameObject::HInstance instance)
Retrieve a collection from the specified instance
PARAMETERS
dmGameObject::HInstance |
instance |
Game object instance |
RETURNS
dmGameObject::HInstance |
The collection the specified instance belongs to |
dmGameObject::HInstance New(dmGameObject::HCollection collection, prototype_name)
Create a new gameobject instance
PARAMETERS
dmGameObject::HCollection |
collection |
Gameobject collection |
|
prototype_name |
|type: const char*] Prototype file name. May be 0. |
RETURNS
dmGameObject::HInstance |
New gameobject instance. NULL if any error occured |
void Delete(dmGameObject::HCollection collection, dmGameObject::HInstance instance, bool recursive)
Delete gameobject instance
PARAMETERS
dmGameObject::HCollection |
collection |
Gameobject collection |
dmGameObject::HInstance |
instance |
Gameobject instance |
bool |
recursive |
If true, delete child hierarchy recursively in child to parent order (leaf first) |
dmhash_t ConstructInstanceId(uint32_t index)
Construct a hash of an instance id based on the index provided.
PARAMETERS
uint32_t |
index |
The index to base the id off of. |
RETURNS
dmhash_t |
hash of the instance id constructed. |
uint32_t AcquireInstanceIndex(dmGameObject::HColleciton collection)
Retrieve an instance index from the index pool for the collection.
PARAMETERS
dmGameObject::HColleciton |
collection |
Collection from which to retrieve the instance index. |
RETURNS
uint32_t |
index from the index pool of collection. |
void AssignInstanceIndex(uint32_t index, dmGameObject::HInstance instance)
Assign an index to the instance, only if the instance is not null.
PARAMETERS
uint32_t |
index |
The index to assign. |
dmGameObject::HInstance |
instance |
The instance that should be assigned the index. |
dmhash_t GetIdentifier(dmGameObject::HInstance instance)
Get instance identifier
PARAMETERS
dmGameObject::HInstance |
instance |
Gameobject instance |
RETURNS
dmhash_t |
Identifier. dmGameObject::UNNAMED_IDENTIFIER if not set. |
dmGameObject::Result SetIdentifier(dmGameObject::HCollection collection, dmGameObject::HInstance instance, dmhash_t identifier)
Set instance identifier. Must be unique within the collection.
PARAMETERS
dmGameObject::HCollection |
collection |
Collection |
dmGameObject::HInstance |
instance |
Instance |
dmhash_t |
identifier |
Identifier |
RETURNS
dmGameObject::Result |
RESULT_OK on success |
dmGameObject::Result GetComponentId(dmGameObject::HInstance instance, uint16_t component_index, component_id)
Get component id from component index.
PARAMETERS
dmGameObject::HInstance |
instance |
Instance |
uint16_t |
component_index |
Component index |
|
component_id |
[type: dmhash_t* Component id as out-argument |
RETURNS
dmGameObject::Result |
RESULT_OK if the component was found |
void SetPosition(dmGameObject::HInstance instance, dmGameObject::Point3 position)
Set gameobject instance position
PARAMETERS
dmGameObject::HInstance |
instance |
Gameobject instance |
dmGameObject::Point3 |
position |
New Position |
dmGameObject::Point3 GetPosition(dmGameObject::HInstance instance)
Get gameobject instance position
PARAMETERS
dmGameObject::HInstance |
instance |
Gameobject instance |
RETURNS
dmGameObject::Point3 |
Position |
void SetRotation(dmGameObject::HInstance instance, position)
Set gameobject instance rotation
PARAMETERS
dmGameObject::HInstance |
instance |
Gameobject instance |
|
position |
New Position |
dmGameObject::Quat GetRotation(dmGameObject::HInstance instance)
Get gameobject instance rotation
PARAMETERS
dmGameObject::HInstance |
instance |
Gameobject instance |
RETURNS
dmGameObject::Quat |
rotation |
void SetScale(dmGameObject::HInstance instance, scale)
Set gameobject instance uniform scale
PARAMETERS
dmGameObject::HInstance |
instance |
Gameobject instance |
|
scale |
New uniform scale |
void SetScale(dmGameObject::HInstance instance, scale)
Set gameobject instance non-uniform scale
PARAMETERS
dmGameObject::HInstance |
instance |
Gameobject instance |
|
scale |
New uniform scale |
float GetUniformScale(dmGameObject::HInstance instance)
Get gameobject instance uniform scale
PARAMETERS
dmGameObject::HInstance |
instance |
Gameobject instance |
RETURNS
float |
Uniform scale |
dmGameObject::Vector3 GetScale(dmGameObject::HInstance instance)
Get gameobject instance scale
PARAMETERS
dmGameObject::HInstance |
instance |
Gameobject instance |
RETURNS
dmGameObject::Vector3 |
Non-uniform scale |
dmGameObject::Point3 GetWorldPosition(dmGameObject::HInstance instance)
Get gameobject instance world position
PARAMETERS
dmGameObject::HInstance |
instance |
Gameobject instance |
RETURNS
dmGameObject::Point3 |
World position |
dmGameObject::Quat GetWorldRotation(dmGameObject::HInstance instance)
Get gameobject instance world rotation
PARAMETERS
dmGameObject::HInstance |
instance |
Gameobject instance |
RETURNS
dmGameObject::Quat |
World rotation |
dmGameObject::Vector3 GetWorldScale(dmGameObject::HInstance instance)
Get game object instance world transform
PARAMETERS
dmGameObject::HInstance |
instance |
Gameobject instance |
RETURNS
dmGameObject::Vector3 |
World scale |
float GetWorldUniformScale(dmGameObject::HInstance instance)
Get game object instance uniform scale
PARAMETERS
dmGameObject::HInstance |
instance |
Gameobject instance |
RETURNS
float |
World uniform scale |
dmGameObject::MAtrix4 GetWorldMatrix(dmGameObject::HInstance instance)
Get game object instance world transform as Matrix4.
PARAMETERS
dmGameObject::HInstance |
instance |
Gameobject instance |
RETURNS
dmGameObject::MAtrix4 |
World transform matrix. |
dmTransform::Transform GetWorldTransform(dmGameObject::HInstance instance)
Get game object instance world transform
PARAMETERS
dmGameObject::HInstance |
instance |
Gameobject instance |
RETURNS
dmTransform::Transform |
World transform |
void SetBone(HImstance instance, bool bone)
Set whether the instance should be flagged as a bone. Instances flagged as bones can have their transforms updated in a batch through SetBoneTransforms. Used for animated skeletons.
PARAMETERS
HImstance |
instance |
Instance |
bool |
bone |
true if the instance is a bone |
bool IsBone(HImstance instance)
Check whether the instance is flagged as a bone.
PARAMETERS
HImstance |
instance |
Instance |
RETURNS
bool |
True if flagged as a bone |
SetBoneTransforms(HImstance instance, dmTransform::Transform component_transform, transforms, transform_count)
Set the local transforms recursively of all instances flagged as bones, starting with component with id. The order of the transforms is depth-first.
PARAMETERS
HImstance |
instance |
First Instance of the hierarchy to set |
dmTransform::Transform |
component_transform |
the transform for component root |
|
transforms |
Array of transforms to set depth-first for the bone instances |
|
transform_count |
Size of the transforms array |
RETURNS
|
of instances found |
void DeleteBones(HInstance parent)
Recursively delete all instances flagged as bones under the given parent instance. The order of deletion is depth-first, so that the children are deleted before the parents.
PARAMETERS
HInstance |
parent |
Parent instance of the hierarchy |
bool TraverseGetRoot(dmGameObject::HRegister regist, dmGameObject::HRegister node)
Gets the top node of the whole game (the main collection)
PARAMETERS
dmGameObject::HRegister |
regist |
the full gameobject register |
dmGameObject::HRegister |
node |
the node to inspect |
RETURNS
bool |
True if successful |
EXAMPLES
The following examples show how to iterate over currently loaded scene graphvoid OutputNode(dmGameObject::SceneNode* node) {
dmGameObject::SceneNodeIterator it = dmGameObject::TraverseIterateChildren(node);
while(dmGameObject::TraverseIterateNext(&it))
{
OutputProperties(&it.m_Node); // see dmGameObject::TraverseIterateProperties()
OutputNode(&it.m_Node);
}
}
bool OutputScene(HRegister regist) {
dmGameObject::SceneNode root;
if (!dmGameObject::TraverseGetRoot(regist, &root))
return false;
OutputNode(&node);
}
dmGameObject::SceneNodeIterator TraverseIterateChildren(dmGameObject::SceneNode* node)
Get a scene node iterator for the nodes' children
PARAMETERS
dmGameObject::SceneNode* |
node |
the parent node |
RETURNS
dmGameObject::SceneNodeIterator |
the iterator |
bool TraverseIterateNext(dmGameObject::SceneNodeIterator* it)
Step a scene node iterator to the next sibling
PARAMETERS
dmGameObject::SceneNodeIterator* |
it |
the iterator |
RETURNS
bool |
true if successful. false if the iterator is finished |
dmGameObject::SceneNodePropertyIterator TraverseIterateProperties(dmGameObject::SceneNode* node)
Create a scene node traversal property iterator
PARAMETERS
dmGameObject::SceneNode* |
node |
the node to inspect |
RETURNS
dmGameObject::SceneNodePropertyIterator |
the property iterator |
EXAMPLES
The following examples show how to iterate over the properties of a nodedmGameObject::SceneNodePropertyIterator pit = TraverseIterateProperties(node);
while(dmGameObject::TraverseIteratePropertiesNext(&pit))
{
const char* name = dmHashReverseSafe64(pit.m_Property.m_NameHash);
switch(pit.m_Property.m_Type)
{
case dmGameObject::SCENE_NODE_PROPERTY_TYPE_NUMBER: ...
...
}
}
bool TraverseIteratePropertiesNext(dmGameObject::SceneNodePropertyIterator* it)
Steps the scene node traversal property iterator to the next property
PARAMETERS
dmGameObject::SceneNodePropertyIterator* |
it |
the iterator |
RETURNS
bool |
True if the iterator it valid, false if the iterator is finished. |
TYPE
struct ComponentTypeCreateCtx
Context used when registering a new component type
MEMBERS
dmConfigFile::HConfig |
m_Config |
The config file |
dmResource::HFactory |
m_Factory |
The resource factory |
dmGameObject::HRegister |
m_Register |
The game object registry |
dmScript::HContext |
m_Script |
The shared script context |
dmHashTable64 |
m_Contexts |
Mappings between names and contextx |
TYPE
struct PropertyOptions
Parameters variant that holds key or index for a propertys data structure.
MEMBERS
int32_t |
m_Index |
The index of the property to set, only applicable if property is array. |
dmhash_t |
m_Key |
The key of the property to set, only applicable if property is hashtable. |
uint8_t |
m_HasKey |
A flag if structure contain m_Key value (it can't contain both) |
TYPE
struct PropertyVar
Property variant that holds the data for a variable
MEMBERS
dmGameObject::PropertyType |
m_Type |
property type |
double |
m_Number |
A floating point value (union) |
dmhash_t |
m_Hash |
A hash value (union) |
const uin8_t* |
m_Url |
An URL value (union) |
float |
m_V4 |
A vector4 value (union) |
bool |
m_Bool |
A boolean value (union) |
TYPE
struct PropertyDesc
Description of a property. If the property is externally mutable, m_ValuePtr points to the value and its length is m_ElementCount. m_Variant always reflects the value.
MEMBERS
dmhash_t |
m_ElementIds |
For composite properties (float arrays), these ids name each element |
PropertyVar |
m_Variant |
Variant holding the value |
float* |
m_ValuePtr |
Pointer to the value, only set for mutable values. The actual data type is described by the variant. |
uint16_t |
m_ReadOnly |
Determines whether we are permitted to write to this property. |
uint16_t |
m_ValueType |
Indicates type of the property (of type PropertyValueType). |
uint16_t |
m_ArrayLength |
Number of array entries, if the property is an array and zero otherwise. Max supported length is 2^14 (16384 elements) |
TYPE
struct UpdateContext
Update context
MEMBERS
float |
m_TimeScale |
the scaling factor what was applied on the dt (i.e. the collection update time scale) |
float |
m_DT |
the delta time elapsed since last frame (seconds) |
uint32_t |
m_FixedUpdateFrequency |
Number of of calls per second to the FixedUpdate of each component |
TYPE
struct InputAction
Container of input related information.
TYPE
struct SceneNode
Opaque struct that holds info about the current node
TYPE
struct SceneNodeIterator
Opaque struct that holds info about the current position when traversing the scene
TYPE
struct SceneNodeProperty
Struct that holds info about the current position when traversing the scene
MEMBERS
dmhash_t |
m_NameHash |
name |
dmGameObject::SceneNodePropertyType |
m_Type |
type |
union |
m_Value |
value
|
TYPE
struct SceneNodePropertyIterator
Holds the property
MEMBERS
dmGameObject::SceneNodeProperty |
m_Property |
property |
Gameobject instance handle
Script handle
Script instance handle
Collection register.
Gameobject collection handle
Gameobject prototype handle
Gameobject properties handle
Result enumeration.
dmGameObject::RESULT_OK |
|
dmGameObject::RESULT_OUT_OF_RESOURCES |
|
dmGameObject::RESULT_ALREADY_REGISTERED |
|
dmGameObject::RESULT_IDENTIFIER_IN_USE |
|
dmGameObject::RESULT_IDENTIFIER_ALREADY_SET |
|
dmGameObject::RESULT_COMPONENT_NOT_FOUND |
|
dmGameObject::RESULT_MAXIMUM_HIEARCHICAL_DEPTH |
|
dmGameObject::RESULT_INVALID_OPERATION |
|
dmGameObject::RESULT_RESOURCE_TYPE_NOT_FOUND |
|
dmGameObject::RESULT_BUFFER_OVERFLOW |
|
dmGameObject::RESULT_UNKNOWN_ERROR |
Property types.
dmGameObject::PROPERTY_TYPE_NUMBER |
|
dmGameObject::PROPERTY_TYPE_HASH |
|
dmGameObject::PROPERTY_TYPE_URL |
|
dmGameObject::PROPERTY_TYPE_VECTOR3 |
|
dmGameObject::PROPERTY_TYPE_VECTOR4 |
|
dmGameObject::PROPERTY_TYPE_QUAT |
|
dmGameObject::PROPERTY_TYPE_BOOLEAN |
|
dmGameObject::PROPERTY_TYPE_COUNT |
Property result.
dmGameObject::PROPERTY_RESULT_OK |
|
dmGameObject::PROPERTY_RESULT_NOT_FOUND |
|
dmGameObject::PROPERTY_RESULT_INVALID_FORMAT |
|
dmGameObject::PROPERTY_RESULT_UNSUPPORTED_TYPE |
|
dmGameObject::PROPERTY_RESULT_TYPE_MISMATCH |
|
dmGameObject::PROPERTY_RESULT_COMP_NOT_FOUND |
|
dmGameObject::PROPERTY_RESULT_INVALID_INSTANCE |
|
dmGameObject::PROPERTY_RESULT_BUFFER_OVERFLOW |
|
dmGameObject::PROPERTY_RESULT_UNSUPPORTED_VALUE |
|
dmGameObject::PROPERTY_RESULT_UNSUPPORTED_OPERATION |
|
dmGameObject::PROPERTY_RESULT_RESOURCE_NOT_FOUND |
|
dmGameObject::PROPERTY_RESULT_INVALID_INDEX |
|
dmGameObject::PROPERTY_RESULT_INVALID_KEY |
|
dmGameObject::PROPERTY_RESULT_READ_ONLY |
Playback type enum
Create result enum.
dmGameObject::CREATE_RESULT_OK |
|
dmGameObject::CREATE_RESULT_UNKNOWN_ERROR |
Update result enum.
dmGameObject::UPDATE_RESULT_OK |
|
dmGameObject::UPDATE_RESULT_UNKNOWN_ERROR |
Type of property value
dmGameObject::PROP_VALUE_ARRAY |
|
dmGameObject::PROP_VALUE_HASHTABLE |
Input result enum
INPUT_RESULT_IGNORED |
= 0 |
INPUT_RESULT_CONSUMED |
= 1 |
INPUT_RESULT_UNKNOWN_ERROR |
= -1000 |
scene node property types
dmGameObject::SCENE_NODE_PROPERTY_TYPE_NUMBER |
|
dmGameObject::SCENE_NODE_PROPERTY_TYPE_HASH |
|
dmGameObject::SCENE_NODE_PROPERTY_TYPE_URL |
|
dmGameObject::SCENE_NODE_PROPERTY_TYPE_VECTOR3 |
|
dmGameObject::SCENE_NODE_PROPERTY_TYPE_VECTOR4 |
|
dmGameObject::SCENE_NODE_PROPERTY_TYPE_QUAT |
|
dmGameObject::SCENE_NODE_PROPERTY_TYPE_BOOLEAN |
|
dmGameObject::SCENE_NODE_PROPERTY_TYPE_TEXT |
|
dmGameObject::SCENE_NODE_PROPERTY_TYPE_COUNT |