Sets entity name string (identification, debugging, hierarchy search).
Takes entity (entity handle), name (name string, nullptr clears name).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
entityInt
nameString
Returns
Void
Quick Summary
Sets entity name string (identification, debugging, hierarchy search).
Takes entity (entity handle), name (name string, nullptr clears name).
Returns nothing.
Technical Exegesis...
Sets entity name string (identification, debugging, hierarchy search). Takes entity (entity handle), name (name string, nullptr clears name). Returns nothing. Validates entity exists, if name!=nullptr sets entity.name=name (stores string copy), if name==nullptr clears entity.name (empty string). Assigns human-readable identifier to entity.
This function labels entities with names. Entity names: stored as std::string (entity.
Sets entity name string (identification, debugging, hierarchy search). Takes entity (entity handle), name (name string, nullptr clears name). Returns nothing. Validates entity exists, if name!=nullptr sets entity.name=name (stores string copy), if name==nullptr clears entity.name (empty string). Assigns human-readable identifier to entity.
This function labels entities with names. Entity names: stored as std::string (entity.name field), arbitrary text allowed (no restrictions on length or characters), optional metadata (not required for entity functionality, aids identification/debugging). Setting name: copies name string to entity.name (name parameter can be temporary, string copied), replaces any existing name (overwrites previous name). Clearing name: pass nullptr to clear name (sets entity.name to empty string), or pass empty string "" (equivalent to clear). Use cases: (1) Debugging (identify entities in logs, inspectors, profilers), (2) Hierarchy search (find child by name via b3dFindChild), (3) Scene organization (label entities for scene management), (4) Save/load systems (serialize entity names for persistence), (5) Scripting (reference entities by name instead of handle). Common pattern: player = b3dLoadMesh("player.glb"), b3dSetEntityName(player, "Player"), later: playerHandle = b3dFindChild(root, "Player"), or for debugging: if error: print b3dGetEntityName(entity) + " encountered error". Typical usage: name entities during creation (set descriptive names for scene objects), or name dynamically (generated objects, spawned entities). Name uniqueness: names not required to be unique (multiple entities can have same name), b3dFindChild returns first match (searches children list in order, stops at first name match), use unique names if relying on name-based lookup. GLB import: loaded models preserve GLB node names (b3dLoadMesh may set entity names from GLB scene graph, useful for finding specific parts of imported models). Empty names: entities have empty name by default (name=""), clearing name restores to empty string (equivalent to unnamed). Performance: string copy/assignment is fast for typical names (small strings optimized by std::string), long names allocate memory (hundreds of characters may have minor cost, typical names negligible). Name queries: b3dGetEntityName retrieves current name, b3dFindChild searches children by name. Related: entity.name field stores string, b3dGetEntityName retrieves name, b3dFindChild searches children by name, GLB loader sets names from file.