Returns entity name string (retrieves identifier, empty if unnamed/invalid).
Takes entity (entity handle).
Returns name as String (entity's name, empty string "" if no name or invalid entity).
3D Graphics
Parameters & Returns
Parameters
entityInt
Returns
String
Quick Summary
Returns entity name string (retrieves identifier, empty if unnamed/invalid).
Takes entity (entity handle).
Returns name as String (entity's name, empty string "" if no name or invalid entity).
Technical Exegesis...
Returns entity name string (retrieves identifier, empty if unnamed/invalid). Takes entity (entity handle). Returns name as String (entity's name, empty string "" if no name or invalid entity). Validates entity exists, returns entity.name.c_str() (C-string pointer to name), returns "" if entity doesn't exist. Query function for entity identification.
This function retrieves entity name. Return value: returns C-string pointer (const char*, standard string type for BambooBasic), points to entity.
Returns entity name string (retrieves identifier, empty if unnamed/invalid). Takes entity (entity handle). Returns name as String (entity's name, empty string "" if no name or invalid entity). Validates entity exists, returns entity.name.c_str() (C-string pointer to name), returns "" if entity doesn't exist. Query function for entity identification.
This function retrieves entity name. Return value: returns C-string pointer (const char*, standard string type for BambooBasic), points to entity.name internal buffer (valid until entity deleted or name changed), returns empty string "" if entity invalid (not nullptr, safe to use). Empty names: unnamed entities return "" (default state, never named or name cleared), empty string distinguishes from invalid handle (both return "", check handle validity separately if needed). Use cases: (1) Debugging (log entity name in error messages, display in inspector), (2) Name verification (check if entity has expected name), (3) Serialization (save entity names to file), (4) Display (show entity name in UI, editor tools), (5) Identification (determine entity purpose from name). Common pattern: name = b3dGetEntityName(entity), print "Entity " + name + " at position...", or if b3dGetEntityName(child) == "Wheel": process wheel entity. Typical usage: query names for debugging, display in scene graph viewer, verify identity before operations. String lifetime: returned pointer valid until entity name changes or entity deleted (don't store pointer long-term, copy string if needed for persistence), changing name (b3dSetEntityName) invalidates old pointer (internal string reallocated). GLB import: loaded models have names from GLB scene graph (node names preserved from file, use b3dGetEntityName to retrieve imported names). Performance: O(1) lookup (hash map find, pointer return), string not copied (returns pointer to internal buffer, very fast). Name queries: empty string check to test if named: if b3dGetEntityName(entity) != "": entity has name. Related: b3dSetEntityName sets/changes entity name, entity.name field stores string, b3dFindChild searches children by name.