VEX Engine
Retro looking game engine made in vulkan mostly because i wanted to understand it better.
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vex::OscillatorComponent Struct Reference

Moves an entity back and forth using a sine wave without physics overhead. More...

#include <UtilityComponents.hpp>

Public Attributes

glm::vec3 axis = {0.0f, 1.0f, 0.0f}
float amplitude = 1.0f
float frequency = 1.0f
float timeOffset = 0.0f
float currentTime = 0.0f
glm::vec3 startPosition = {0.0f, 0.0f, 0.0f}
bool initialized = false

Detailed Description

Moves an entity back and forth using a sine wave without physics overhead.

Definition at line 17 of file UtilityComponents.hpp.

Member Data Documentation

◆ amplitude

float vex::OscillatorComponent::amplitude = 1.0f

Definition at line 19 of file UtilityComponents.hpp.

◆ axis

glm::vec3 vex::OscillatorComponent::axis = {0.0f, 1.0f, 0.0f}

Definition at line 18 of file UtilityComponents.hpp.

◆ currentTime

float vex::OscillatorComponent::currentTime = 0.0f

Definition at line 24 of file UtilityComponents.hpp.

◆ frequency

float vex::OscillatorComponent::frequency = 1.0f

Definition at line 20 of file UtilityComponents.hpp.

◆ initialized

bool vex::OscillatorComponent::initialized = false

Definition at line 26 of file UtilityComponents.hpp.

◆ startPosition

glm::vec3 vex::OscillatorComponent::startPosition = {0.0f, 0.0f, 0.0f}

Definition at line 25 of file UtilityComponents.hpp.

◆ timeOffset

float vex::OscillatorComponent::timeOffset = 0.0f

Definition at line 21 of file UtilityComponents.hpp.


The documentation for this struct was generated from the following file: