Expand description
Scene Tree panel โ the entity hierarchy: search, foldable rows with a chevron and a type icon, and the branded gold selection bar.
EditorState::hidden_entities still dims the rows it names, but nothing
populates it: the visibility eye was removed because it only greyed the row
while the object kept rendering. The set is left in place as the seam a
component-activation model would plug into.
Structsยง
Enumsยง
- Editor
Action ๐
Constantsยง
- HEADER_
HEIGHT ๐ - ROW_
HEIGHT ๐ - ROW_
PAD_ ๐X - TOOLBAR_
HEIGHT ๐
Functionsยง
- count_
scene_ ๐nodes - Recursively counts every visible node in a subtree (self + children).
- count_
visible_ ๐nodes - Counts the rows a forest actually shows, stopping at folded nodes.
- dispatch_
asset_ ๐drop - Routes an asset dropped onto the hierarchy to the right
pending_*action, mirroring the viewportโs drop dispatch. Meshes spawn at the world origin (a tree has no 3D drop point), prefabs instantiate, scenes load, and a texture/material assigns to thetargetrow (or the selection). - entity_
icon ๐ - filter_
scene_ ๐node - Filters a
SceneNodeagainst a lowercase needle. ReturnsSome(node)when the nodeโs own name contains the needle (subtree kept intact) or when any descendant matches (only matching descendants kept). ReturnsNonewhen neither the node nor any descendant matches. - find_
node_ ๐name - Finds an entityโs display name in a
SceneNodeforest. - pack_
entity ๐ - Packs an
EntityIdinto au64for drag-and-drop payloads. Layout: high 32 = generation, low 32 = index. Also used by the asset browserโs drop handler to ingest entity drags from the scene tree (drop = create prefab in the current folder). - payload_
is_ ๐entity truewhenpayloadis not one of the asset-browserโs dedicated drag tags (the type-agnostic asset-tile tag). Lets receivers disambiguate scene-tree entity payloads from asset-tile payloads on the samednd_take_drop_payloadchannel.- render_
node ๐ - unpack_
entity ๐ - Inverse of
pack_entity.