- Add Component class documentation with lifecycle methods - Add GameObject class documentation with component system - Add TransformComponent documentation with transform methods - Add Scene class documentation with GameObject management - Add SceneManager singleton documentation with scene loading - Update components.md overview with all component classes - Update main.md navigation with Scene module
32 lines
775 B
Markdown
32 lines
775 B
Markdown
# SetParent
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Set the parent transform.
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## Syntax
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```cpp
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void SetParent(TransformComponent* parent, bool worldPositionStays = true);
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```
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## Parameters
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- `parent` - The new parent transform, or `nullptr` to detach from parent.
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- `worldPositionStays` - If `true`, the world position remains unchanged after reparenting.
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## Remarks
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Sets the parent of this transform. When `worldPositionStays` is `true`, the world position is preserved, which may adjust the local position. When `false`, the local position is preserved, which may adjust the world position.
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## See Also
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- [GetParent](get-parent)
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- [DetachChildren](detach-children)
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## Examples
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```cpp
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void Example(TransformComponent* child, TransformComponent* newParent) {
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child->SetParent(newParent, true);
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}
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```
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