Vixen
02b45cc4
csharp
public struct RenderHandle

The render object an entity has, while it has one.

No guide page documents this yet — the page shows what the code says about itself.

Remarks

Written by the bridge, never by game code — the shape PhysicsBody established. Present exactly while a render object exists, so "is this drawable extracted" is an archetype question and the system finds what still needs one with WithNone<RenderHandle> rather than by scanning for a sentinel.

⚠ Neither [Component] nor [DataContract], and both omissions are load-bearing. A RenderObjectId is a dense index into arrays this process allocated, so it means nothing in another one — saving it into a scene would restore a handle to whatever object took the slot. That is the same reason Entity is never written to a scene, and the absence of the attributes is the whole of what keeps this out of SceneComponentRegistry.

Fields and properties (3)

  • public RenderObjectId Object

    The object in the store.

  • public GeometryKey Geometry

    Which geometry it holds a residency claim on, so releasing it releases the right one.

  • public BoundingSphere Local

    Its bounds in the mesh's own space, so a moved entity needs no mesh lookup.

Used by (4)

  • MeshExtractionSystemVixen.Rendering
  • MeshExtractionTestsVixen.Rendering.Tests
  • VirtualGeometryExtractionTestsVixen.Rendering.Tests
  • WorldRendererTestsVixen.Engine.Renderer.Tests