Vulkan Schnee 0.0.1
High-performance rendering engine
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Engine::Ecs Namespace Reference

Namespaces

namespace  AssetPipeline

Classes

struct  ActiveCamera
 Tag for the active camera in the scene. More...
struct  AnimationState
 Animation playback state for an entity with a skeletal mesh. More...
struct  AssetLoadingImage
struct  AssetLoadingStatus
 Status information for asset loading pipeline. More...
struct  AssetRequested
 Is a tag for asset loading. When an asset has been requested for loading but isn't yet created this tag is applied to the entity which will possess the Ecs::StaticMeshData. More...
class  AudioAssetPipeline
 Async pipeline for loading audio assets (WAV, FLAC, MP3) More...
struct  BoneTransformsDirty
 Tag component indicating bone transforms need GPU upload. Analogous to TransformDirty for world transforms. More...
struct  BoundingSphere
 A bounding sphere for an entity. Used for frustum culling. More...
struct  CameraProperties
 Camera properties for projection matrix calculation. More...
struct  CompletedMeshletGeneration
 Complete result of meshlet generation for all primitives of a mesh. This is returned from the background meshlet generation task and queued for processing on the main thread at a safe point. More...
struct  ComputedBoneTransforms
 Stores computed bone matrices for GPU upload. More...
struct  DirectionalLightData
 Runtime directional light data mirrored from Components::DirectionalLight. sceneNodeEntity points to the transform used to derive the light direction unless hasDirectionOverride is set. More...
struct  ExrHeaderData
struct  ExrHeaderFuture
struct  GltfModelFuture
struct  ImageData
struct  Ktx2LoadFuture
struct  LightData
 Tag for ECS entities that provide renderer light data. More...
struct  LodHierarchyResult
 Result of LOD hierarchy generation for a mesh primitive. Contains per-cluster and per-group data for all LOD levels. More...
struct  MaterialDiffuseFlatColor
struct  MaterialLoadingData
struct  MaterialNormals
struct  Mesh
struct  MeshComponentRef
 Reference to a MeshComponent for ECS-based iteration. Allows efficient querying of all mesh components without iterating all actors. More...
struct  MeshIndex
 The index of the mesh inside the scene. Used to query the mesh index of a scene. More...
struct  MeshletData
struct  MeshPrimitive
struct  MeshPrimitiveData
struct  Model
class  ModelAssetPipeline
 The model asset pipeline loads a gltf scene and loads and loads the mesh and material data. The material data requests the textures it needs. More...
struct  ModelFuture
struct  ModelNode
struct  PackedTriangle
 GPU-ready packed triangle data (matches shader layout). Stores 3 x 8-bit local indices packed into a single uint32_t. Packing: [unused:8][i2:8][i1:8][i0:8] - bits 31-24, 23-16, 15-8, 7-0 This provides 4x bandwidth reduction vs unpacked format. More...
struct  Parent
 Stores parent relationships. More...
struct  PipelineGeometryData
 Temporary holder for raw geometry data during pipeline execution This is used to pass data between pipeline stages. More...
struct  PointLightData
 Runtime point light data mirrored from Components::PointLight. sceneNodeEntity points to the transform used as the light position. More...
struct  PrimitiveData
struct  PrimitiveDataLoading
struct  PrimitiveMeshletResult
 Result of meshlet generation for a single primitive. Used to transfer data from background thread to main thread safely. More...
 Metadata about a primitive being loaded from gltf file. More...
struct  RawMeshData
 Raw mesh geometry data extracted from gltf file Contains unprocessed vertices and indices. More...
class  RegistryManager
 Singleton which holds the entt registry. More...
struct  RendererDirtyList
 Global dirty entity collector for renderer transform uploads. More...
struct  SceneNodeRef
 A struct which allows the engine to find out which SceneNode needs to propagate a dirty flag down the hierarchy. More...
struct  SimulatesPhysics
 Tag for EnTT which tags entities which should simulate physics. More...
struct  SkeletalMeshData
 Skeletal mesh data component. Similar to StaticMeshData but references skin/animation. More...
struct  StaticMeshData
struct  StaticMeshes
class  TextureAssetPipeline
 Infrastructure to load images into the ecs. More...
struct  Tick
 Tag for everything which wants to receive tick events. More...
struct  Transform
struct  TransformDepth
struct  TransformDirty
 Tag for dirty transforms (used by scene graph synchronization) More...
struct  TransformDirtyRenderer
 Tag for transforms that need GPU upload. More...
class  TransformOperators
struct  UnpackedMeshletData
 Pre-packed GPU-ready data for a primitive's meshlets. Generated on background thread during meshlet generation. More...
struct  VRTrackingInput
 VR tracking input populated from OpenXR each frame. Used by the IK system to drive skeletal animation from controller poses. More...
struct  WorldTransform

Typedefs

using Meshlet = meshopt_Meshlet
 information about the vertex and index data of a single meshlet
using UnpackedTriangle = PackedTriangle

Enumerations

enum class  AssetLoadingStage : uint8_t {
  PENDING = 0 ,
  METADATA_EXTRACTED = 1 ,
  MATERIAL_LOADED = 2 ,
  GEOMETRY_VALIDATED = 3 ,
  GEOMETRY_EXTRACTED = 4 ,
  VERTICES_ASSEMBLED = 5 ,
  COMPLETE = 6 ,
  FAILED = 7
}
 Tracks the current stage of asset loading in the pipeline. More...

Typedef Documentation

◆ Meshlet

using Engine::Ecs::Meshlet = meshopt_Meshlet

information about the vertex and index data of a single meshlet

Definition at line 251 of file EcsData.h.

◆ UnpackedTriangle

Definition at line 292 of file EcsData.h.

Enumeration Type Documentation

◆ AssetLoadingStage

enum class Engine::Ecs::AssetLoadingStage : uint8_t
strong

Tracks the current stage of asset loading in the pipeline.

Enumerator
PENDING 
METADATA_EXTRACTED 
MATERIAL_LOADED 
GEOMETRY_VALIDATED 
GEOMETRY_EXTRACTED 
VERTICES_ASSEMBLED 
COMPLETE 
FAILED 

Definition at line 473 of file EcsData.h.