3#include <Core/World/World.h>
4#include <Foundation/IO/Stream.h>
5#include <Foundation/Types/TagSet.h>
51 void AssignGameObjectIndices();
53 void IncludeAllComponentBaseTypes();
54 void IncludeAllComponentBaseTypes(
const plRTTI* pRtti);
59 void WriteComponentTypeInfo(
const plRTTI* pRtti);
64 const plTagSet* m_pExclude =
nullptr;
72 plUInt16 m_uiSerializedTypeIndex = 0;
This class encapsulates an array and it's size. It is recommended to use this class instead of plain ...
Definition ArrayPtr.h:37
This class represents an object inside the world.
Definition GameObject.h:32
Definition HashTable.h:333
This class holds information about reflected types. Each instance represents one type that is known t...
Definition RTTI.h:30
Interface for binary out (write) streams.
Definition Stream.h:107
A dynamic collection of tags featuring fast lookups.
Definition TagSet.h:23
A world encapsulates a scene graph of game objects and various component managers and their component...
Definition World.h:22
Stores an entire plWorld in a stream.
Definition WorldWriter.h:13
const plDeque< const plGameObject * > & GetAllWrittenChildObjects() const
Returns an array containing all game object pointers that were written to the stream as child objects...
Definition WorldWriter.h:46
plStreamWriter & GetStream() const
Accesses the stream to which data is written. Use this in component serialization functions to write ...
Definition WorldWriter.h:40
const plDeque< const plGameObject * > & GetAllWrittenRootObjects() const
Returns an array containing all game object pointers that were written to the stream as root objects.
Definition WorldWriter.h:43
A handle to a component.
Definition Declarations.h:138
A handle to a game object.
Definition Declarations.h:76
Default enum for returning failure or success, instead of using a bool.
Definition Types.h:54
Enum
Definition Declarations.h:344