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| | SkeletalMeshActor (const std::shared_ptr< SceneNode > &node, Scene *owningScene, Asset::Path meshPath) |
| glm::vec3 | getBonePosition (const std::string &boneName) const |
| | Getter.
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| glm::quat | getBoneRotation (const std::string &boneName) const |
| | Getter.
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| glm::vec3 | getBoneScale (const std::string &boneName) const |
| | Getter.
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| void | setBonePosition (const std::string &boneName, const glm::vec3 &position) |
| | Setter.
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| void | setBoneRotation (const std::string &boneName, const glm::quat &rotation) |
| | Setter.
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| void | setBoneScale (const std::string &boneName, const glm::vec3 &scale) |
| | Setter.
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| void | resetPosesToRest () |
| | Resets all bone poses to their rest positions.
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| void | applyBoneTransforms () |
| | Applies current poses to the mesh component.
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| | Actor (std::shared_ptr< SceneNode > sceneNode, Scene *owningScene) |
| | ~Actor () override=default |
| virtual void | beginPlay () |
| | Gets executed when the actor is spawned into the world.
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| void | tick (double deltaTime) override |
| | Executed every frame.
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| virtual void | endPlay () |
| virtual std::string | getActorName () const |
| glm::vec3 | getActorLocation () const |
| | Gets the actors location in the world.
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| glm::vec3 | getActorRotation () const |
| | Gets the actors rotation in the world.
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| glm::vec3 | getActorScale () const |
| | Scales the actor to world scale.
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| void | setActorLocation (glm::vec3 newLocation) const |
| | Set the new world location for this actor.
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| void | setActorRotation (glm::vec3 newRotation) const |
| | Sets the world rotation.
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| 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.
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| void | setActorScale (glm::vec3 newScale) const |
| | sets the world scale for this actor
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| glm::mat4 | getWorldTransform () const |
| | Gets the model matrix.
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| Scene * | getOwningScene () const |
| | Get the pointer to the scene this entity is a part of.
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| std::shared_ptr< SceneNode > | getSceneNode () const |
| | Getter for the scene graph node for this object.
|
| | Entity () |
| | ~Entity () override |
| void | enableTick (bool enable) |
| | Enables or disables ticking for this entity.
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| void | setTickPriority (int32_t priority) |
| int32_t | getTickPriority () const |
| void | tick (double deltaTime) override |
| | Executes every frame if tick is enabled.
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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;'.
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template<typename T>
requires std::is_base_of_v<Components::Logic, T> |
| T * | getComponent () const |
| | Returns the first component of type T found.
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template<typename T>
requires std::is_base_of_v<Components::Logic, T> |
| std::vector< T * > | getComponents () const |
| | Returns all components of type T.
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| void | removeComponent (Components::Logic *component) |
| | Removes a specific component instance.
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template<typename T>
requires std::is_base_of_v<Components::Logic, T> |
| bool | removeFirstComponent () |
| | Removes the first component of type T found.
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template<typename T>
requires std::is_base_of_v<Components::Logic, T> |
| bool | hasComponent () const |
| | Checks if a component of type T exists.
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| const std::vector< std::unique_ptr< Components::Logic > > & | getAllComponents () const |
| | Gets all components on this entity.
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| bool | canTick () const |
| | Tells you if the entity can execute its tick function.
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| bool | canEverTick () const |
| | Tells if this entity can ever tick.
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| entt::entity | getEcsEntity () const |
| | Gets the ECS entity handle for this Entity.
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| virtual | ~ITickable ()=default |
| virtual void | preTick () |
| | Function which executes immediately before the execution of ITickable::preTick()
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| virtual void | postTick () |
| | Function which executes immediately after the execution of ITickable::postTick()
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Actor type for skinned/skeletal meshes (characters, animated objects)
Definition at line 16 of file SkeletalMeshActor.h.