Vulkan Schnee 0.0.1
High-performance rendering engine
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SceneComponent.h
Go to the documentation of this file.
1#pragma once
4
5#include <entt/entity/entity.hpp>
6#include <glm/gtx/quaternion.hpp>
7#include <glm/mat4x4.hpp>
8
9namespace Engine::Ecs
10{
11 struct Parent;
12} // namespace Engine::Ecs
13
14namespace Ecs
15{
16 struct Parent;
17 struct LocalTransform;
18} // namespace Ecs
19
20namespace Engine::Components {
21
25 class Scene : public Logic {
26 public:
27 explicit Scene(Entities::Scene* scene);
28 explicit Scene(Entities::Scene* scene, const entt::entity& parent, const glm::mat4& transform);
29 explicit Scene(Entities::Scene* scene, const entt::entity& parent, const glm::vec3& position);
30 explicit Scene(Entities::Scene* scene, const entt::entity& parent,
31 const glm::vec3& position,
32 const glm::quat& rotation);
33 explicit Scene(Entities::Scene* scene, const entt::entity& parent,
34 const glm::vec3& position,
35 const glm::vec3& rotation);
36 explicit Scene(
37 Entities::Scene* scene,
38 const entt::entity& parent,
39 const glm::vec3& position,
40 const glm::quat& rotation,
41 const glm::vec3& scale);
42
43 protected:
47 entt::entity component = entt::null;
48
51
52 private:
53 void setParent( const entt::entity& parent);
54 };
55}
Logic(Entities::Scene *owningScene)
Scene(Entities::Scene *scene, const entt::entity &parent, const glm::vec3 &position, const glm::quat &rotation, const glm::vec3 &scale)
Scene(Entities::Scene *scene, const entt::entity &parent, const glm::vec3 &position)
Ecs::Transform * transformComponent
void setParent(const entt::entity &parent)
entt::entity component
Stores the data.
Scene(Entities::Scene *scene, const entt::entity &parent, const glm::vec3 &position, const glm::vec3 &rotation)
Scene(Entities::Scene *scene, const entt::entity &parent, const glm::mat4 &transform)
Scene(Entities::Scene *scene)
Scene(Entities::Scene *scene, const entt::entity &parent, const glm::vec3 &position, const glm::quat &rotation)
A scene is the overarching structure which can spawn, contain and destroy actors or entities.
Definition Scene.h:56
Data structs for the Entity Component System.
Stores parent relationships.
Definition EcsData.h:68