Contains basic components like transform, camera, name components.. More...
#include <glm/glm.hpp>#include <glm/gtc/matrix_transform.hpp>#include <glm/gtc/quaternion.hpp>#include <glm/gtx/quaternion.hpp>#include <glm/gtx/euler_angles.hpp>#include <glm/gtx/matrix_decompose.hpp>#include <vector>#include <string>#include <map>#include "components/ECS/ECS.hpp"#include "components/Mesh.hpp"#include "components/ErrorUtils.hpp"#include "components/ColorTypes.hpp"#include "components/AssetTypes.hpp"Go to the source code of this file.
Classes | |
| struct | vex::TransformComponent |
| Struct containing transform data and methods. More... | |
| struct | vex::MeshComponent |
| Struct containing raw meshData, mesh id, texture paths and material properties. It just template and data for rendering backend to load/convert this data to its acceptible format. This is made weirdly cause its made in mind for multiple backends. IDK i hate this system but i have no better idea. More... | |
| struct | vex::LightComponent |
| Struct containing light properties. More... | |
| struct | vex::FogComponent |
| Struct containing fog properties. More... | |
| struct | vex::NameComponent |
| Struct that simply contains name of the entity. It is used to identify entity and needs to be unique. More... | |
| struct | vex::CameraComponent |
| Struct that contains camera properties. Used by build in CameraObject, but needed for any custom one for engine to recognise object as valid CameraObject. More... | |
Namespaces | |
| namespace | vex |
Macros | |
| #define | GLM_ENABLE_EXPERIMENTAL 1 |
Enumerations | |
| enum class | vex::RenderType { OPAQUE , TRANSPARENT , MASKED , CUSTOM } |
| Enum class for different types of rendering. It internally switches used pipeline. More... | |
Contains basic components like transform, camera, name components..
Definition in file BasicComponents.hpp.
| #define GLM_ENABLE_EXPERIMENTAL 1 |
Definition at line 9 of file BasicComponents.hpp.