17 if (actor ==
nullptr) {
32 std::vector<Entity *> entityPtrs;
34 for (
const auto& entity :
entities) {
35 entityPtrs.push_back(entity);
42 if (
const auto actorPtr =
dynamic_cast<Actor*
>(entity)) {
50 return engine->getSceneManager().get();
#define TRACY_ZONE_SCOPED_NAMED(name)
An Actor is similar to an EngineCore::Entity. An actor is an Entity with a transform.
EngineCore::Engine * getEngineModule()
gets the pointer to the engine object
static EngineManager & getInstance()
gets a reference to the engine manager
Factory class for creating SceneNodes with proper parent-child relationships. This ensures that nodes...
Represents the entire scene as a graph (specifically, a tree) of SceneNode objects....
Manages game objects within a scene, handling registration, ID allocation, and GPU buffer synchroniza...
void setAssetManager(AssetManager *manager)
Sets the asset manager for this scene (used for dependency injection in tests)
SceneManager * getSceneManager() const
void destroyActor(Actor *actor)
virtual void unloadContent()
AssetManager * getAssetManager() const
Gets the asset manager for this scene.
AssetManager * assetManager
virtual void loadContent()
std::vector< Entity * > getEntities() const
std::unique_ptr< SceneGraph > sceneGraph
std::vector< Entity * > entities
Log category system implementation.