5#include <entt/entity/entity.hpp>
6#include <glm/gtx/quaternion.hpp>
7#include <glm/mat4x4.hpp>
17 struct LocalTransform;
31 const glm::vec3& position,
32 const glm::quat& rotation);
34 const glm::vec3& position,
35 const glm::vec3& rotation);
38 const entt::entity& parent,
39 const glm::vec3& position,
40 const glm::quat& rotation,
41 const glm::vec3& scale);
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)
Ecs::Parent * parentComponent
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.
Data structs for the Entity Component System.
Stores parent relationships.