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eng Namespace Reference

Classes

struct  AnimationClip
 
class  AnimationComponent
 
class  Application
 
class  Audio
 
class  AudioComponent
 
class  AudioListenerComponent
 
class  AudioManager
 
class  BoxCollider
 
class  CameraComponent
 
struct  CameraData
 
class  CapsuleCollider
 
class  Collider
 
class  CollisionObject
 
class  Component
 
class  ComponentCreator
 
class  ComponentCreatorBase
 
class  ComponentFactory
 
class  Engine
 
class  FileSystem
 
class  GameObject
 
class  GameObjectFactory
 
class  GraphicsAPI
 
class  IContactListener
 
class  InputManager
 
struct  KeyFrameQuat
 
struct  KeyFrameVec3
 
class  KinematicCharacterController
 
class  LightComponent
 
struct  LightData
 
class  Material
 
class  Mesh
 
class  MeshComponent
 
struct  ObjectBinding
 
class  ObjectCreator
 
class  ObjectCreatorBase
 
class  PhysicsComponent
 
class  PhysicsManager
 
class  PlayerControllerComponent
 
struct  RenderCommand
 
struct  RenderCommand2D
 
class  RenderQueue
 
class  RigidBody
 
class  Scene
 
class  ShaderProgram
 
class  SphereCollider
 
class  SpriteComponent
 
class  Texture
 
class  TextureManager
 
struct  TransformTrack
 
struct  VertexElement
 
struct  VertexLayout
 

Enumerations

enum class  BlendMode { Disabled , Alpha , Additive , Multiply }
 
enum class  CollisionObjectType { RigidBody , KinematicCharacterController }
 
enum class  BodyType { Static , Dynamic , Kinematic }
 

Functions

void keyCallback (GLFWwindow *window, int key, int, int action, int)
 
void mouseButtonCallback (GLFWwindow *window, int button, int action, int)
 
void cursorPositionCallback (GLFWwindow *window, double xpos, double ypos)
 
void ParseGLTFNode (cgltf_node *node, GameObject *parent, const std::filesystem::path &folder)
 

Variables

auto ReadScalar
 
auto ReadVec3
 
auto ReadQuat
 
auto ReadTimes
 
auto ReadOutputVec3
 
auto ReadOutputQuat
 

Enumeration Type Documentation

◆ BlendMode

enum class eng::BlendMode
strong
Enumerator
Disabled 
Alpha 
Additive 
Multiply 

Definition at line 13 of file GraphicsAPI.h.

◆ BodyType

enum class eng::BodyType
strong
Enumerator
Static 
Dynamic 
Kinematic 

Definition at line 13 of file RigidBody.h.

◆ CollisionObjectType

enum class eng::CollisionObjectType
strong
Enumerator
RigidBody 
KinematicCharacterController 

Definition at line 10 of file CollisionObject.h.

Function Documentation

◆ cursorPositionCallback()

void eng::cursorPositionCallback ( GLFWwindow *  window,
double  xpos,
double  ypos 
)

◆ keyCallback()

void eng::keyCallback ( GLFWwindow *  window,
int  key,
int  ,
int  action,
int   
)

◆ mouseButtonCallback()

void eng::mouseButtonCallback ( GLFWwindow *  window,
int  button,
int  action,
int   
)

◆ ParseGLTFNode()

Variable Documentation

◆ ReadOutputQuat

auto eng::ReadOutputQuat
Initial value:
= [](cgltf_accessor* acc, std::vector<glm::quat>& outValues)
{
outValues.resize(acc->count);
for (cgltf_size i = 0; i < acc->count; ++i)
{
outValues[i] = ReadQuat(acc, i);
}
}

Definition at line 560 of file GameObject.cpp.

Referenced by eng::GameObject::LoadGLTF().

◆ ReadOutputVec3

auto eng::ReadOutputVec3
Initial value:
= [](cgltf_accessor* acc, std::vector<glm::vec3>& outValues)
{
outValues.resize(acc->count);
for (cgltf_size i = 0; i < acc->count; ++i)
{
outValues[i] = ReadVec3(acc, i);
}
}

Definition at line 551 of file GameObject.cpp.

Referenced by eng::GameObject::LoadGLTF().

◆ ReadQuat

auto eng::ReadQuat
Initial value:
= [](cgltf_accessor* acc, cgltf_size index)
{
float res[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
cgltf_accessor_read_float(acc, index, res, 4);
return glm::quat(res[3], res[0], res[1], res[2]);
}

Definition at line 535 of file GameObject.cpp.

◆ ReadScalar

auto eng::ReadScalar
Initial value:
= [](cgltf_accessor* acc, cgltf_size index)
{
float res = 0.0f;
cgltf_accessor_read_float(acc, index, &res, 1);
return res;
}

Definition at line 521 of file GameObject.cpp.

◆ ReadTimes

auto eng::ReadTimes
Initial value:
= [](cgltf_accessor* acc, std::vector<float>& outTimes)
{
outTimes.resize(acc->count);
for (cgltf_size i = 0; i < acc->count; ++i)
{
outTimes[i] = ReadScalar(acc, i);
}
}

Definition at line 542 of file GameObject.cpp.

Referenced by eng::GameObject::LoadGLTF().

◆ ReadVec3

auto eng::ReadVec3
Initial value:
= [](cgltf_accessor* acc, cgltf_size index)
{
glm::vec3 res;
cgltf_accessor_read_float(acc, index, glm::value_ptr(res), 3);
return res;
}

Definition at line 528 of file GameObject.cpp.