Vulkan Schnee 0.0.1 (22840dc8)
High-performance rendering engine
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StaticMeshActor.h
1#pragma once
2#include "Engine/Component/CollidableMeshComponent.h"
3#include "Engine/Asset/AssetHandles.h"
4#include "Engine/Entity/Actor.h"
5#include "Engine/Files/AssetPath.h"
6
7namespace Engine::Entities
8{
13 class StaticMeshActor : public Actor
14 {
15 public:
22 const SpawnContext & context,
23 Asset::MeshPath meshPath
24 );
25
32 const SpawnContext & context,
34 );
35
42 const SpawnContext & context,
44 );
45
46 private:
48 };
49} // namespace EngineCore
Mesh component that can create and own collision shapes for its actor.
Actor(const SpawnContext &context)
Creates an actor from a scene spawn context.
StaticMeshActor(const SpawnContext &context, Asset::MeshPath meshPath)
Creates a static mesh actor from a mesh asset path.
Components::CollidableMesh * meshComponent_
StaticMeshActor(const SpawnContext &context, Assets::GltfRenderableHandle renderable)
Creates a static mesh actor from a GLTF renderable handle.
StaticMeshActor(const SpawnContext &context, Assets::GeometryMeshHandle mesh)
Creates a static mesh actor from a geometry mesh handle.
AssetHandle< GltfRenderableHandleTag > GltfRenderableHandle
Handle to one mesh-bearing node inside a glTF file.
AssetHandle< GeometryMeshHandleTag > GeometryMeshHandle
Handle to non-skinned mesh geometry.
Identifies a named mesh-like asset inside an asset file.
Definition AssetPath.h:89
Scene ownership data passed to actor and component constructors during spawning.