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Vulkan Schnee 0.0.1 (22840dc8)
High-performance rendering engine
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Namespaces | |
| namespace | detail |
Classes | |
| class | Actor |
| An Actor is similar to an Engine::Entities::Entity. An actor is an Entity with a transform. More... | |
| class | DebugCameraActor |
| Lightweight active camera actor for level debugging and focused scene tests. More... | |
| class | Entity |
| The entity class is the base class of everything which is attached to a scene. If it is part of a scene it is an entity. More... | |
| class | EntityContainer |
| Owns entity lifetime and deferred destruction for a scene or subsystem. More... | |
| class | GltfSpawner |
| Utility class for spawning GLTF meshes into a scene. More... | |
| class | NodeFactory |
| Factory class for creating SceneNodes with proper parent-child relationships. This ensures that nodes are always created with a valid parent. More... | |
| class | Rat |
| Test actor that owns a scene component. More... | |
| class | RootNode |
| A subclass of EngineCore::SceneNode which is the root node of a scene graph. More... | |
| class | Scene |
| Owns scene entities, actor lifetime, and the scene graph root. More... | |
| class | SceneGraph |
| Represents the entire scene as a graph (specifically, a tree) of SceneNode objects. It manages the hierarchy of nodes and provides access to the root of the scene. More... | |
| struct | SceneLightingSettings |
| Scene-specific multipliers for direct and baked environment lighting. More... | |
| class | SceneNode |
| Represents a node in the scene graph, containing information about its position, rotation, and scale relative to its parent. It also holds references to its parent and children nodes. More... | |
| class | SkeletalMeshActor |
| Actor type for skinned/skeletal meshes (characters, animated objects) More... | |
| struct | SpawnContext |
| Scene ownership data passed to actor and component constructors during spawning. More... | |
| class | StaticMeshActor |
| Wrapper for entt component creation which ensures types safety and attaches the correct component with systems to the entity. More... | |
Enumerations | |
| enum class | AttachmentTransformRule { KeepWorld , KeepLocal } |
| Controls which transform space is preserved when attaching or reparenting nodes. More... | |
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strong |
Controls which transform space is preserved when attaching or reparenting nodes.
| Enumerator | |
|---|---|
| KeepWorld | Preserve the node's world transform while recomputing its local transform. |
| KeepLocal | Preserve the node's local transform relative to the new parent. |
Definition at line 17 of file SceneGraph.h.