Vulkan Schnee 0.0.1
High-performance rendering engine
Loading...
Searching...
No Matches
Engine::Components Namespace Reference

Classes

struct  ArcadeGliderInput
struct  ArcadeGliderState
struct  ArcadeGliderStep
struct  ArcadeGliderTuning
 Stores the config values for the glider. Can be used to change the flight behavior of the glider movement controller. More...
class  BoxCollision
 Collision component using a box shape. More...
class  Camera
 A camera component that provides view and projection matrices based on its SceneNode transform. Use setActive() to mark this camera as the active camera for rendering. More...
class  CapsuleCollision
 Collision component using a capsule shape (cylinder with hemispherical ends). More...
class  CollidableMesh
class  Collision
 Base class for collision shape components. More...
class  DirectionalLight
 Runtime directional light component mirrored into ECS for renderer queries. More...
class  Logic
 Base class for all logic components that can be attached to an actor. Provides access to the scene, tick functionality, and lifecycle events. More...
class  Mesh
 A component which can be attached as many times to an actor as one wants. It makes it possible to render a mesh attached to an object. More...
class  PhysicsBody
 Component that manages a physics rigid body for an entity. More...
class  Scene
 A scene component has a transform. More...
class  VrCamera
 Camera component driven by VR headset tracking. More...
class  VrGlider
 VR gliding component using hand positions for flight control. More...
class  VrMovement
 Component that handles VR player movement using controller inputs. Writes locomotion to the actor's SceneNode, which the camera reads from. More...
class  WindTrail

Functions

ArcadeGliderStep stepArcadeGliderFlight (const ArcadeGliderTuning &tuning, const ArcadeGliderInput &input)
CameragetActiveCamera ()
 Gets the currently active camera.
bool hasActiveCamera ()
 Checks if there is an active camera set.

Function Documentation

◆ getActiveCamera()

Camera * Engine::Components::getActiveCamera ( )

Gets the currently active camera.

Returns
Pointer to the active camera component, or nullptr if none is set

◆ hasActiveCamera()

bool Engine::Components::hasActiveCamera ( )

Checks if there is an active camera set.

Returns
true if an active camera exists

◆ stepArcadeGliderFlight()

ArcadeGliderStep Engine::Components::stepArcadeGliderFlight ( const ArcadeGliderTuning & tuning,
const ArcadeGliderInput & input )
nodiscard