2#include <Engine/RadiumEngine.hpp>
3#include <Engine/Rendering/RenderObject.hpp>
4#include <Engine/Rendering/RenderObjectManager.hpp>
5#include <Engine/Rendering/RenderObjectTypes.hpp>
6#include <Engine/Scene/Component.hpp>
7#include <Engine/Scene/Entity.hpp>
8#include <Engine/Scene/EntityManager.hpp>
9#include <Engine/Scene/ItemEntry.hpp>
25 return "Invalid Entry";
35 for (
const auto& c : ent.
m_entity->getComponents() ) {
36 result.
insert( result.
end(), c->m_renderObjects.begin(), c->m_renderObjects.end() );
56 if (
m_entity->getIndex() == SystemEntity::getInstance()->getIndex() ) {
return false; }
65 return ( !( isUI || isDebug ) );
Scene::EntityManager * getEntityManager() const
Rendering::RenderObjectManager * getRenderObjectManager() const
Manager getters.
virtual const std::string & getName() const
Return the component's name.
@ UI
"Ui" render objects are drawn on top of everything else and view independant
@ Debug
"Debug" render objects are drawn like any other object (not lit though)
std::string getEntryName(const Engine::RadiumEngine *engine, const ItemEntry &ent)
Returns the name associated to the given item.
std::vector< Ra::Core::Utils::Index > getItemROs(const Engine::RadiumEngine *, const ItemEntry &ent)
hepler function to manage enum as underlying types in VariableSet
Ra::Core::Utils::Index m_roIndex
RO index of the represented object.
bool isValid() const
Returns true if the item represents any valid object.
bool isSelectable() const
Returns true if the item can be selected.
bool isComponentNode() const
Returns true if the item represents a component.
void checkConsistency() const
Debug checks.
Entity * m_entity
The entity represented by the item, or owning the object represented.
bool isEntityNode() const
Returns true if the item represents an entity.
bool isRoNode() const
Returns true if the item represents a render object.