2#include <entt/entity/entity.hpp>
3#include <glm/mat4x4.hpp>
4#include <glm/gtx/quaternion.hpp>
28 const glm::vec3& position,
29 const glm::quat& rotation);
31 const glm::vec3& position,
32 const glm::vec3& rotation);
35 const entt::entity& parent,
36 const glm::vec3& position,
37 const glm::quat& rotation,
38 const glm::vec3& scale);
50 void setParent(
const entt::entity& parent);
An Actor is similar to an EngineCore::Entity. An actor is an Entity with a transform.
LogicComponent(Scene *owningScene)
entt::entity component
Stores the data.
void setParent(const entt::entity &parent)
Ecs::LocalTransform * transformComponent
Ecs::Parent * parentComponent
SceneComponent(Scene *scene)
A scene is the overarching structure which can spawn actors.
Data structs for the Entity Component System.
Log category system implementation.
Stores parent relationships.