Various entity flags.
| Enumerator |
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| VISIBLE | Entity is visible. Is rendered if there is some attached object and event EV_VISIBLE is invoked, when event mask is set.
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| TRACEABLE | Entity can be detected by various trace methods.
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| NO_LINK | Never link this entity into the scene.
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| FEATURE | Scene rendering hint for dominant objects that are not culled by standard way.
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| SET_RENDERED | You can check whether the entity has been rendered by enf::Entity::IsRendered()
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| STREAMABLE | |
| ACTIVE | Tells that this entity has to be actively updated by engine.
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| STATIC | Tells that this entity will represent mostly static object, so we can use more precise but slower methods for scene-tree linking.
\ Also it tells to scene tree that he can count with this entity as tree-split hint.
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| USER1 | Flags for custom usage and filterings.
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| USER2 | |
| USER3 | |
| USER4 | |
| USER5 | |
| NO_TREE | Do not include this entity into BSP tree building, because it's too huge, or off scene (like env-cube probes)
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| RELATIVE_Y | The Y coordinate stored in.
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| EDITOR_ONLY | Do not spawn this entity in game app.
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| DISABLED | Do not spawn this entity anywhere.
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| PROXY | Slave child entity, that is linked into scene tree just by its parent. Usually some small props/parts of more complex entity.
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| UPDATE_LINK | Set when entity has changed position, orientation or just have to relink its position in scene tree.
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