TheAtlasEngine
 
Loading...
Searching...
No Matches
atlas.core.scene.components Module Reference

Classes

struct  atlas::transform
 
struct  atlas::material_metadata
 
struct  atlas::directional_light
 
struct  atlas::point_light
 
struct  atlas::mesh_source
 Loads a mesh source. More...
 
struct  atlas::perspective_camera
 define a game object to have a perspective camera that can correspond to it More...
 
struct  atlas::tag::editor
 to indicate which entities are editor-only More...
 
struct  atlas::tag::serialize
 to tag entities to serialize through the serializer More...
 
struct  atlas::projection_view
 TODO: Consider either relocating where this is and how it gets handled. More...
 
struct  atlas::physics_body
 physics body data-driven representative More...
 
struct  atlas::box_collider
 
struct  atlas::capsule_collider
 
struct  atlas::sphere_collider
 

Enumerations

enum  body_type : uint8_t { fixed = 0 , kinematic = 1 , dynamic = 2 , bodynum }
 static is represented as fixed
 
enum  body_layer : uint8_t { non_moving = 0 , moving = 1 , layer_num }
 
enum  activation : uint8_t { activate , deactivate }
 

Functions

void set_rotation (const glm::highp_vec3 &p_value)
 sets rotation and automatically converts rotation glm::vec3 to quaternion
 

Variables

glm::highp_vec3 position { 0.f }
 
glm::highp_vec4 quaternion { 0.f, 0, 0, 1 }
 
glm::highp_vec3 rotation { 0.f }
 
glm::highp_vec3 scale { 1.f }
 
glm::vec4 ambient { 0.2f }
 
glm::vec4 diffuse { 0.5f }
 
glm::vec4 specular { 1.f }
 
float shininess = 0.5f
 
glm::vec3 direction { 0.f }
 
glm::vec3 view_position { 0.f }
 
glm::vec4 ambient { 1.f }
 
glm::vec4 diffuse { 1.f }
 
glm::vec4 specular { 1.f, 1.f, 0.f, 0.f }
 
glm::vec4 color { 1.f }
 
glm::vec3 position
 
glm::vec4 color = { 1.f, 1.f, 1.f, 1.f }
 
float attenuation = 1.f
 
float constant = 1.f
 
float linear = 1.f
 
float quadratic = 1.f
 
glm::vec4 ambient = glm::vec4(1.f)
 
glm::vec4 diffuse = glm::vec4(1.f)
 
glm::vec4 specular = glm::vec4(1.f)
 
bool flip = false
 
glm::vec4 color { 1.f }
 
std::string model_path = ""
 
std::string diffuse = ""
 
std::string specular = ""
 
glm::vec2 plane { 0.f }
 
bool is_active = false
 
float field_of_view = glm::radians(45.f)
 
bool enable = false
 
glm::mat4 projection
 
glm::mat4 view
 
glm::vec3 linear_velocity = glm::vec3(0.0)
 
glm::vec3 angular_velocity = glm::vec3(0.0f)
 
glm::vec3 force = glm::vec3(0.0f)
 
glm::vec3 impulse = glm::vec3(0.0f)
 
glm::vec3 torque = glm::vec3(0.0f)
 
float mass_factor = 1.0f
 
glm::vec3 center_mass_position = glm::vec3(0.0f)
 
float linear_damping = 0.0f
 
float angular_damping = 0.0f
 
float gravity_factor = 1.0f
 
float friction = 0.8f
 
float restitution = 0.2f
 
uint8_t body_movement_type = body_type::fixed
 body_type::fixed means this physics body is static
 
uint8_t body_layer_type = body_layer::moving
 body_layer (object layers) refer to the rules of the collision system specified in JoltPhysics
 
glm::vec3 half_extent = glm::vec3(0.5f)
 
float radius = 0.5f
 
float half_height = 0.5f
 
float radius = 0.5f
 

Files

file  TheAtlasEngine/atlas/core/scene/components.cppm