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Monad Engine da02fba2
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Scene node with a 3D transform and an attachable component list. More...
Include dependency graph for GameObject.h:
This graph shows which files directly or indirectly include this file:Go to the source code of this file.
Classes | |
| struct | mnd::ObjectCreatorBase |
| struct | mnd::ObjectCreator< T > |
| class | mnd::GameObjectFactory |
| class | mnd::GameObject |
| Node in the scene graph: a named transform that owns components and children. More... | |
Namespaces | |
| namespace | mnd |
Macros | |
| #define | GAMEOBJECT(ObjectClass) |
Scene node with a 3D transform and an attachable component list.
GameObjects form a tree. Each node stores a local transform (position, rotation, scale) relative to its parent. World-space values are computed by concatenating transforms up to the root.
Components are stored by pointer inside the object. Use GetComponent<T>() for typed access:
LoadGLTF() creates a GameObject hierarchy that mirrors the node tree of a .glb/.gltf file, attaching MeshComponent and AnimationComponent as needed.
Definition in file GameObject.h.
| #define GAMEOBJECT | ( | ObjectClass | ) |
Definition at line 235 of file GameObject.h.