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SceneObjectSystem Class

Extends SystemBase
Modifiers: final
System to manage SceneObjects. This acts as a registry for other systems to get the SceneObject associated with an entity.
Example using SceneObjectSystem to get a SceneObject and adding an input listener:
systemManager.findSystem<SceneObjectSystem>().getSceneObject(myEntity)?.thenAccept { so -> so.addInputListener(myInputListener) }

Note on the example above: You will likely get null if you call 'getSceneObject()' immediately after attaching a Mesh component to an entity. You will likely need to call this in a System to ensure MeshCreationSystem has run by leveraging SystemBase getDependencies function.

Signature

class SceneObjectSystem : SystemBase

Constructors

SceneObjectSystem ()
Signature
constructor()

Properties

executeCount : Long
[Get]
The number of times the system has been executed.
Signature
var executeCount: Long
systemManager : SystemManager
[Get][Set]
The system manager that this system is associated with.
Signature
lateinit var systemManager: SystemManager

Functions

addSceneObject ( entity , sceneObjectFuture )
Adds a SceneObject future to the registry to allow other systems to get the SceneObject associated with the entity. The future is expected to be completed by the caller once the SceneObject is done loading.
Signature
fun addSceneObject(entity: Entity, sceneObjectFuture: CompletableFuture<SceneObject>)
Parameters
entity: Entity
  The entity that represents the SceneObject.
sceneObjectFuture: CompletableFuture
  The future that will be completed (by the caller) when the SceneObject is created.
associateSystemManager ( systemManager )
Associates this system with a system manager, used in the Spatial SDK.
Signature
fun associateSystemManager(systemManager: SystemManager)
Parameters
systemManager: SystemManager
  The system manager to associate with.
delete ( entity )
System should do any housekeeping based on SceneObjectSystem.delete being removed from the scene
Signature
open override fun delete(entity: Entity)
Parameters
entity: Entity
destroy ()
System should clean up any and all resources for shutdown
Signature
open fun destroy()
equals ( other )
Checks if this system is equal to another object.
Signature
open operator override fun equals(other: Any?): Boolean
Parameters
other: Any?
  The object to compare with.
Returns
Boolean
  True if this system is equal to the other object, false otherwise.
execute ()
System should perform all the operations based on relevant entities.
Signature
open override fun execute()
getDependencies ()
Returns the dependencies of this system.
Signature
open fun getDependencies(): SystemDependencies?
Returns
  The dependencies of this system, or null if there are no dependencies.
getScene ()
Returns the scene that this system is associated with.
Signature
fun getScene(): Scene
Returns
  The scene that this system is associated with.
getSceneObject ( entity )
Returns a future for the SceneObject associated with the entity. A null return represents no load has started for this Entity.
Note: You will likely get null if you call this immediately after attaching a Mesh component to an entity. You will likely need to call this in a System to ensure MeshCreationSystem has run by leveraging SystemBase getDependencies function.
Signature
fun getSceneObject(entity: Entity): CompletableFuture<SceneObject>?
Parameters
entity: Entity
  the entity to get
Returns
CompletableFuture?
hashCode ()
Returns the hash code of this system.
Signature
open override fun hashCode(): Int
Returns
Int
  The hash code of this system.
removeSceneObject ( entity )
Remove a SceneObject from the registry.
Signature
fun removeSceneObject(entity: Entity)
Parameters
entity: Entity
  the associated entity for the SceneObject
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