Kaba class World ed
...
Syntax ed
class World
var background: color
var ego: Entity*
var fog: Fog
var gravity: vec3
var links: Link&[]
var msg_data: MessageData
var physics_mode: PhysicsMode
var skyboxes: Model&[]
# constructors
func mut __init__()
# functions
func mut selfref add_particle(p: xfer[LegacyParticle]) -> LegacyParticle&
func mut selfref add_sound(s: xfer[Sound])
func mut selfref attach_model(e: Entity&, filename: Path) -> Model&
func mut selfref create_camera(pos: vec3, ang: quaternion) -> Camera&
func mut selfref create_entity(pos: vec3, ang: quaternion) -> Entity&
func mut selfref create_light_cone(pos: vec3, ang: quaternion, c: color, radius: f32, theta: f32) -> Light&
func mut selfref create_light_parallel(ang: quaternion, c: color) -> Light&
func mut selfref create_light_point(pos: vec3, c: color, radius: f32) -> Light&
func mut selfref create_object(filename: Path, pos: vec3, ang: quaternion) -> Entity&
func mut selfref create_object_multi(filename: Path, pos: vec3[], ang: quaternion[]) -> Entity&
func mut selfref create_object_no_reg(filename: Path, pos: vec3, ang: quaternion) -> Entity&
func mut selfref create_terrain(filename: Path, pos: vec3) -> Terrain&
func delete_entity(e: Entity*)
func delete_link(e: Link*)
func delete_particle(e: LegacyParticle*)
func delete_sound(e: Sound*)
func get_g(pos: vec3) -> vec3
func selfref lights() -> Light&[]&
func mut load_soon(filename: Path)
func selfref objects() -> Model&[]&
func mut register_entity(e: Entity*)
func mut set_active_physics(o: Model, active: bool)
func mut shift_all(dpos: vec3)
func mut subscribe(msg: string, f: void->void)
func selfref terrains() -> Terrain&[]&
func trace(p1: vec3, p2: vec3, out d: CollisionData, simple_test: bool, ignore: Entity*) -> bool
func mut selfref unattach_model(m: Model&)
# nested classes
class MessageData
class PhysicsMode
Nested classes ed
- class MessageData
- class PhysicsMode
Functions ed
- func mut selfref add_particle(p: xfer[LegacyParticle]) -> LegacyParticle&
- ...
- func mut selfref add_sound(s: xfer[Sound])
- ...
- func mut selfref attach_model(e: Entity&, filename: Path) -> Model&
- ...
- func mut selfref create_camera(pos: vec3, ang: quaternion) -> Camera&
- ...
- func mut selfref create_entity(pos: vec3, ang: quaternion) -> Entity&
- ...
- func mut selfref create_light_cone(pos: vec3, ang: quaternion, c: color, radius: f32, theta: f32) -> Light&
- ...
- func mut selfref create_light_parallel(ang: quaternion, c: color) -> Light&
- ...
- func mut selfref create_light_point(pos: vec3, c: color, radius: f32) -> Light&
- ...
- func mut selfref create_object(filename: Path, pos: vec3, ang: quaternion) -> Entity&
- ...
- func mut selfref create_object_multi(filename: Path, pos: vec3[], ang: quaternion[]) -> Entity&
- ...
- func mut selfref create_object_no_reg(filename: Path, pos: vec3, ang: quaternion) -> Entity&
- ...
- func mut selfref create_terrain(filename: Path, pos: vec3) -> Terrain&
- ...
- func delete_entity(e: Entity*)
- ...
- func delete_link(e: Link*)
- ...
- func delete_particle(e: LegacyParticle*)
- ...
- func delete_sound(e: Sound*)
- ...
- func get_g(pos: vec3) -> vec3
- ...
- func selfref lights() -> Light&[]&
- ...
- func mut load_soon(filename: Path)
- ...
- func selfref objects() -> Model&[]&
- ...
- func mut register_entity(e: Entity*)
- ...
- func mut set_active_physics(o: Model, active: bool)
- ...
- func mut shift_all(dpos: vec3)
- ...
- func mut subscribe(msg: string, f: void->void)
- ...
- func selfref terrains() -> Terrain&[]&
- ...
- func trace(p1: vec3, p2: vec3, out d: CollisionData, simple_test: bool, ignore: Entity*) -> bool
- ...
- func mut selfref unattach_model(m: Model&)
- ...
Elements ed
- var background: color
- ...
- var ego: Entity*
- ...
- var fog: Fog
- ...
- var gravity: vec3
- ...
- var links: Link&[]
- ...
- var msg_data: MessageData
- ...
- var physics_mode: PhysicsMode
- ...
- var skyboxes: Model&[]
- ...