VEX Engine
Retro looking game engine made in vulkan mostly because i wanted to understand it better.
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BasicComponents.hpp File Reference

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...

Detailed Description

Contains basic components like transform, camera, name components..

Author
Eryk Roszkowski

Definition in file BasicComponents.hpp.

Macro Definition Documentation

◆ GLM_ENABLE_EXPERIMENTAL

#define GLM_ENABLE_EXPERIMENTAL   1

Definition at line 9 of file BasicComponents.hpp.