Vulkan Schnee 0.0.1
High-performance rendering engine
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Engine::Entities::Actor Class Reference

An Actor is similar to an Engine::Entities::Entity. An actor is an Entity with a transform. More...

#include <Actor.h>

Inheritance diagram for Engine::Entities::Actor:
Collaboration diagram for Engine::Entities::Actor:

Public Member Functions

 Actor (std::shared_ptr< SceneNode > sceneNode, Scene *owningScene)
 ~Actor () override=default
virtual void beginPlay ()
 Gets executed when the actor is spawned into the world.
void tick (double deltaTime) override
 Executed every frame.
virtual void endPlay ()
virtual std::string getActorName () const
glm::vec3 getActorLocation () const
 Gets the actors location in the world.
glm::vec3 getActorRotation () const
 Gets the actors rotation in the world.
glm::vec3 getActorScale () const
 Scales the actor to world scale.
void setActorLocation (glm::vec3 newLocation) const
 Set the new world location for this actor.
void setActorRotation (glm::vec3 newRotation) const
 Sets the world rotation.
void rotateActor (glm::vec3 deltaRotation) const
 Applies an incremental rotation to the actor using quaternion multiplication. Use this instead of getActorRotation() + setActorRotation() for continuous rotation to avoid euler angle instability/jiggling.
void setActorScale (glm::vec3 newScale) const
 sets the world scale for this actor
glm::mat4 getWorldTransform () const
 Gets the model matrix.
ScenegetOwningScene () const
 Get the pointer to the scene this entity is a part of.
std::shared_ptr< SceneNodegetSceneNode () const
 Getter for the scene graph node for this object.
Public Member Functions inherited from Engine::Entities::Entity
 Entity ()
 ~Entity () override
void enableTick (bool enable)
 Enables or disables ticking for this entity.
void setTickPriority (int32_t priority)
int32_t getTickPriority () const
void tick (double deltaTime) override
 Executes every frame if tick is enabled.
template<typename T, typename... Args>
requires std::is_base_of_v<Components::Logic, T>
T * addComponent (Args &&... args)
 Adds a component to the entity. Checks for uniqueness if the component defines 'static constexpr bool IsUnique = true;'.
template<typename T>
requires std::is_base_of_v<Components::Logic, T>
T * getComponent () const
 Returns the first component of type T found.
template<typename T>
requires std::is_base_of_v<Components::Logic, T>
std::vector< T * > getComponents () const
 Returns all components of type T.
void removeComponent (Components::Logic *component)
 Removes a specific component instance.
template<typename T>
requires std::is_base_of_v<Components::Logic, T>
bool removeFirstComponent ()
 Removes the first component of type T found.
template<typename T>
requires std::is_base_of_v<Components::Logic, T>
bool hasComponent () const
 Checks if a component of type T exists.
const std::vector< std::unique_ptr< Components::Logic > > & getAllComponents () const
 Gets all components on this entity.
bool canTick () const
 Tells you if the entity can execute its tick function.
bool canEverTick () const
 Tells if this entity can ever tick.
entt::entity getEcsEntity () const
 Gets the ECS entity handle for this Entity.
Public Member Functions inherited from Engine::Core::ITickable
virtual ~ITickable ()=default
virtual void preTick ()
 Function which executes immediately before the execution of ITickable::preTick()
virtual void postTick ()
 Function which executes immediately after the execution of ITickable::postTick()

Protected Attributes

std::optional< std::shared_ptr< SceneNode > > sceneNode
Protected Attributes inherited from Engine::Entities::Entity
std::vector< std::unique_ptr< Components::Logic > > components_
 List of all logical components.
entt::entity data_ = entt::null
bool allowTicking_ = false
int32_t tickPriority_ = 0

Private Attributes

SceneowningScene_ = nullptr
std::weak_ptr< Components::ScenerootComponent_
bool hasEndedPlay_ = false

Additional Inherited Members

Protected Member Functions inherited from Engine::Entities::Entity
uuids::uuid getUUID () const
 Getter for the UUID of this entity.
std::string getUuidString () const
 Getter for the UUID of this entity as a string.

Detailed Description

An Actor is similar to an Engine::Entities::Entity. An actor is an Entity with a transform.

Definition at line 20 of file Actor.h.

Constructor & Destructor Documentation

◆ Actor()

Engine::Entities::Actor::Actor ( std::shared_ptr< SceneNode > sceneNode,
Scene * owningScene )
explicit

References Scene, and sceneNode.

Here is the call graph for this function:

◆ ~Actor()

Engine::Entities::Actor::~Actor ( )
overridedefault

Member Function Documentation

◆ beginPlay()

virtual void Engine::Entities::Actor::beginPlay ( )
virtual

Gets executed when the actor is spawned into the world.

◆ endPlay()

virtual void Engine::Entities::Actor::endPlay ( )
virtual

◆ getActorLocation()

glm::vec3 Engine::Entities::Actor::getActorLocation ( ) const

Gets the actors location in the world.

Returns
vec3 | xyz | world location

◆ getActorName()

virtual std::string Engine::Entities::Actor::getActorName ( ) const
nodiscardvirtual

◆ getActorRotation()

glm::vec3 Engine::Entities::Actor::getActorRotation ( ) const

Gets the actors rotation in the world.

Returns
vec3 | pitch yaw roll | world rotation

◆ getActorScale()

glm::vec3 Engine::Entities::Actor::getActorScale ( ) const

Scales the actor to world scale.

Returns
xyz

◆ getOwningScene()

Scene * Engine::Entities::Actor::getOwningScene ( ) const

Get the pointer to the scene this entity is a part of.

Returns
Scene pointer

References Scene.

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◆ getSceneNode()

std::shared_ptr< SceneNode > Engine::Entities::Actor::getSceneNode ( ) const

Getter for the scene graph node for this object.

Returns
Node from the scene graph

◆ getWorldTransform()

glm::mat4 Engine::Entities::Actor::getWorldTransform ( ) const

Gets the model matrix.

Returns
model matrix

◆ rotateActor()

void Engine::Entities::Actor::rotateActor ( glm::vec3 deltaRotation) const

Applies an incremental rotation to the actor using quaternion multiplication. Use this instead of getActorRotation() + setActorRotation() for continuous rotation to avoid euler angle instability/jiggling.

Parameters
deltaRotationeuler angles (degrees) to rotate by

◆ setActorLocation()

void Engine::Entities::Actor::setActorLocation ( glm::vec3 newLocation) const

Set the new world location for this actor.

Parameters
newLocationxyz

◆ setActorRotation()

void Engine::Entities::Actor::setActorRotation ( glm::vec3 newRotation) const

Sets the world rotation.

Parameters
newRotationeuler (yaw | pitch | roll)

◆ setActorScale()

void Engine::Entities::Actor::setActorScale ( glm::vec3 newScale) const

sets the world scale for this actor

Parameters
newScalexyz

◆ tick()

void Engine::Entities::Actor::tick ( double deltaTime)
overridevirtual

Executed every frame.

Parameters
deltaTimetime between this frame and the last frame

Reimplemented from Engine::Core::ITickable.

Member Data Documentation

◆ hasEndedPlay_

bool Engine::Entities::Actor::hasEndedPlay_ = false
private

Definition at line 108 of file Actor.h.

◆ owningScene_

Scene* Engine::Entities::Actor::owningScene_ = nullptr
private

Definition at line 106 of file Actor.h.

◆ rootComponent_

std::weak_ptr<Components::Scene> Engine::Entities::Actor::rootComponent_
private

Definition at line 107 of file Actor.h.

◆ sceneNode

std::optional<std::shared_ptr<SceneNode> > Engine::Entities::Actor::sceneNode
protected

Definition at line 91 of file Actor.h.

Referenced by Actor().


The documentation for this class was generated from the following file:
  • /home/magerbeton/Documents/gl3-vulkan/Engine/include/Engine/Entity/Actor.h