288 static void addScene(
Engine* engine,
Scene* scene,
bool addEmpties,
bool addTrigger,
bool addEnvironmentMapping,
bool useEditorDecals,
bool pickable,
bool enable =
true,
const Vector3& translation =
Vector3(0.0f, 0.0f, 0.0f),
ProgressCallback* progressCallback =
nullptr);
Interface to audio module.
Scene engine/physics connector.
static float getRenderGroupsPartitionHeight()
static STATIC_DLL_IMPEXT int renderGroupsLODLevels
static float getRenderGroupsPartitionDepth()
static Entity * createEditorDecalEntity(Prototype *prototype, const string &id, const Transform &transform, int instances=1)
Create editor decal engine entity.
static BodyHierarchy * createSubBody(World *world, Prototype *prototype, const string &id, const Transform &transform, const string &bodyHierarchyId, const string &bodyHierarchyParentId)
Create sub body in body hierarchy.
static constexpr uint16_t BODY_TYPEID_DYNAMIC
static int getRenderGroupsLodLevels()
static void setRenderGroupsPartitionWidth(float renderNodesPartitionWidth)
Set render groups partition size / width.
static Entity * createEmpty(const string &id, const Transform &transform)
Create engine entity.
static void setRenderGroupsLod2MinDistance(float minDistance)
Set render groups LOD2 minumum distance.
static void setRenderGroupsLod2ReduceBy(int reduceBy)
Set render groups LOD2 reduce by factor.
static constexpr int BOUNDINGVOLUME_INDEX_NONE
static STATIC_DLL_IMPEXT int renderGroupsReduceBy
static constexpr uint16_t BODY_TYPEID_TRIGGER
static STATIC_DLL_IMPEXT Model * emptyModel
static int getRenderGroupsReduceBy()
static STATIC_DLL_IMPEXT float renderGroupsPartitionHeight
static void setRenderGroupsPartitionDepth(float renderNodesPartitionDepth)
Set render groups partition size / depth.
static void enableScene(Engine *engine, Scene *scene, const Vector3 &translation=Vector3(0.0f, 0.0f, 0.0f))
Enable disabled scene in engine.
static constexpr int BODY_TYPEID_STANDARD
static STATIC_DLL_IMPEXT int renderGroupsLOD3ReduceBy
static constexpr uint16_t BODY_TYPEID_COLLISION
static STATIC_DLL_IMPEXT int renderGroupsLOD2ReduceBy
static void setNaturalLights(Engine *engine, float t=0.15f)
Set sun/moon lights.
static int getRenderGroupsLod3ReduceBy()
static void disableScene(Engine *engine, Scene *scene)
Disable scene in engine.
static int getRenderGroupsLod2ReduceBy()
static Entity * createEntity(Prototype *prototype, const string &id, const Transform &transform, int instances=1, bool noEntityHierarchy=false)
Create engine entity.
static constexpr uint16_t BODY_TYPEID_STATIC
static void setRenderGroupsPartitionHeight(float renderNodesPartitionHeight)
Set render groups partition size / height.
static void addScene(Engine *engine, Scene *scene, bool addEmpties, bool addTrigger, bool addEnvironmentMapping, bool useEditorDecals, bool pickable, bool enable=true, const Vector3 &translation=Vector3(0.0f, 0.0f, 0.0f), ProgressCallback *progressCallback=nullptr)
Add scene to engine.
static STATIC_DLL_IMPEXT float renderGroupsPartitionDepth
static Entity * createParticleSystem(PrototypeParticleSystem *particleSystem, const string &id, bool enableDynamicShadows=true)
Create particle system.
static float getRenderGroupsLod3MinDistance()
static void setRenderGroupsLod3MinDistance(float minDistance)
Set render groups LOD3 minumum distance.
static float getRenderGroupsLod2MinDistance()
static float getRenderGroupsPartitionWidth()
static void setRenderGroupsReduceBy(int reduceBy)
Set render groups reduce objects by a given factor.
static void resetEngine(Engine *engine, Scene *scene)
Reset engine regarding given scene.
static void setRenderGroupsLod3ReduceBy(int reduceBy)
Set render groups LOD3 reduce by factor.
static STATIC_DLL_IMPEXT float renderGroupsPartitionWidth
static STATIC_DLL_IMPEXT float renderGroupsLOD3MinDistance
static void setLights(Engine *engine, Scene *scene, float t=0.15f, const Vector3 &translation=Vector3(0.0f, 0.0f, 0.0f))
Set lights from scene.
static STATIC_DLL_IMPEXT float renderGroupsLOD2MinDistance
static Body * createBody(World *world, Prototype *prototype, const string &id, const Transform &transform, uint16_t collisionTypeId=BODY_TYPEID_STANDARD, bool hierarchy=false, int index=BOUNDINGVOLUME_INDEX_NONE, PrototypePhysics_BodyType *overrideType=nullptr)
Create body.
static void addSounds(Audio *audio, Prototype *prototype, const string &id, int poolSize=1)
Add scene entity sounds into given audio instance associated with given id.
static void setRenderGroupsLodLevels(int lodLevels)
Set render groups LOD levels.
Representation of a 3D model.
Dynamic physics world class.
Bounding volume interface.
Prototype particle system definition.
Prototype physics body type enum.
Vector3 class representing vector3 mathematical structure and operations with x, y,...
Mutable utf8 aware string class.
#define STATIC_DLL_IMPEXT