EntityManager

actual class EntityManager

Manages entity creation, destruction, and lifecycle.

EntityManager is responsible for allocating and releasing entity IDs, which are opaque 32-bit handles used throughout Filament to refer to scene objects and their components. It is recommended to cache the EntityManager instance.

Thread Safe: All operations on EntityManager are thread-safe.

expect class EntityManager

Manages entity creation, destruction, and lifecycle.

EntityManager is responsible for allocating and releasing entity IDs, which are opaque 32-bit handles used throughout Filament to refer to scene objects and their components. It is recommended to cache the EntityManager instance.

Thread Safe: All operations on EntityManager are thread-safe.

actual class EntityManager(jsEntityManager: EntityManager)

Manages entity creation, destruction, and lifecycle.

EntityManager is responsible for allocating and releasing entity IDs, which are opaque 32-bit handles used throughout Filament to refer to scene objects and their components. It is recommended to cache the EntityManager instance.

Thread Safe: All operations on EntityManager are thread-safe.

actual class EntityManager

Manages entity creation, destruction, and lifecycle.

EntityManager is responsible for allocating and releasing entity IDs, which are opaque 32-bit handles used throughout Filament to refer to scene objects and their components. It is recommended to cache the EntityManager instance.

Thread Safe: All operations on EntityManager are thread-safe.

actual class EntityManager

Manages entity creation, destruction, and lifecycle.

EntityManager is responsible for allocating and releasing entity IDs, which are opaque 32-bit handles used throughout Filament to refer to scene objects and their components. It is recommended to cache the EntityManager instance.

Thread Safe: All operations on EntityManager are thread-safe.

Constructors

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constructor(jsEntityManager: EntityManager)

Types

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actual object Companion
expect object Companion
actual object Companion
actual object Companion
actual object Companion

Properties

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val nativeEntityManager: EntityManager
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var nativeHandle: MemorySegment?
var nativeHandle: CPointer<FilaEntityManager>?

Functions

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actual fun create(): Entity

Create a new Entity.

actual fun create(n: Int): IntArray

Create multiple entities.

actual fun create(entities: IntArray): IntArray

Create entities into an existing array.

expect fun create(): Entity

Create a new Entity.

expect fun create(n: Int): IntArray

Create multiple entities.

expect fun create(entities: IntArray): IntArray

Create entities into an existing array.

actual fun create(): Entity

Create a new Entity.

actual fun create(n: Int): IntArray

Create multiple entities.

actual fun create(entities: IntArray): IntArray

Create entities into an existing array.

actual fun create(): Entity

Create a new Entity.

actual fun create(n: Int): IntArray

Create multiple entities.

actual fun create(entities: IntArray): IntArray

Create entities into an existing array.

actual fun create(): Entity

Create a new Entity.

actual fun create(n: Int): IntArray

Create multiple entities.

actual fun create(entities: IntArray): IntArray

Create entities into an existing array.

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actual fun destroy(entity: Entity)

Destroy an entity.

actual fun destroy(entities: IntArray)

Destroy multiple entities.

expect fun destroy(entity: Entity)

Destroy an entity.

expect fun destroy(entities: IntArray)

Destroy multiple entities.

actual fun destroy(entity: Entity)

Destroy an entity.

actual fun destroy(entities: IntArray)

Destroy multiple entities.

actual fun destroy(entity: Entity)

Destroy an entity.

actual fun destroy(entities: IntArray)

Destroy multiple entities.

actual fun destroy(entity: Entity)

Destroy an entity.

actual fun destroy(entities: IntArray)

Destroy multiple entities.

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actual fun isAlive(entity: Entity): Boolean

Check whether an entity is alive (not destroyed).

expect fun isAlive(entity: Entity): Boolean

Check whether an entity is alive (not destroyed).

actual fun isAlive(entity: Entity): Boolean

Check whether an entity is alive (not destroyed).

actual fun isAlive(entity: Entity): Boolean

Check whether an entity is alive (not destroyed).

actual fun isAlive(entity: Entity): Boolean

Check whether an entity is alive (not destroyed).