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ToyMaker Game Engine 0.0.2
ToyMaker is a game engine developed and maintained by Zoheb Shujauddin.
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Classes | |
| struct | ToyMaker::CameraProperties |
| Struct that encapsulates properties which define the (geometric) aspects of a scene camera. More... | |
| class | ToyMaker::BaseComponentArray |
| An abstract base class for all ECS component arrays. More... | |
| struct | ToyMaker::ComponentFromJSON< TComponent, Enable > |
| A struct that describes how a JSON component description is turned into a component. More... | |
| struct | ToyMaker::ComponentFromJSON< std::shared_ptr< TComponent >, Enable > |
| A specialization of ComponentFromJSON that applies to components that are stored as shared pointers to components (as opposed to a value of the component type itself). More... | |
| class | ToyMaker::Interpolator< T > |
| A template class for interpolating components between simulation frames for various purposes. More... | |
| class | ToyMaker::ComponentArray< TComponent > |
| A class that implements BaseComponentArray specializing it for a component of type TComponent. More... | |
| class | ToyMaker::ComponentManager |
| An object that stores and manages updates to all the component arrays instantiated for this ECS World. More... | |
| struct | ToyMaker::ComponentFromJSON< std::shared_ptr< TResource >, typename std::enable_if< std::is_base_of< IResource, TResource >::value >::type > |
| Allows a shared pointer to a resource to be constructed as a component for an entity when loading a scene. More... | |
| struct | ToyMaker::LightEmissionData |
| A struct, used as a component, describing the emissive properties of the light it represents per the Blinn-Phong shading model. More... | |
| class | ToyMaker::StaticModel |
| This engine's representation of a single unrigged 3D model. More... | |
| struct | ToyMaker::Placement |
| A component representing the position, rotation, and scale of an entity. More... | |
| struct | ToyMaker::Transform |
| The transform component, which moves the vertices of a model to their world space coordinates during rendering. More... | |
| struct | ToyMaker::SceneHierarchyData |
| Component representing hierarchical information related to this entity. More... | |
| struct | ToyMaker::SimCore |
| The component associated with the SimSystem. More... | |
| struct | ToyMaker::ColorBufferDefinition |
| A struct containing the definition of a color buffer, using which similar color buffers can be created. More... | |
Typedefs | |
| using | ToyMaker::ComponentType = ECSType |
| An unsigned integer representing the type of a component. | |
| using | ToyMaker::Signature = std::bitset<kMaxComponents> |
| A 255 bit number, where each enabled bit represents a relationship between an entity and some ECS related object. | |
Functions | |
| T | ToyMaker::Interpolator< T >::operator() (const T &previousState, const T &nextState, float simulationProgress=1.f) const |
| Returns an interpolated value for a component between two given states. | |
Variables | |
| constexpr ComponentType | ToyMaker::kMaxComponents { kMaxECSTypes } |
| A constant that restricts the number of definable components in a project. | |
| using ToyMaker::ComponentType = ECSType |
An unsigned integer representing the type of a component.
Each type of component is mapped to one such number, and the same number doubles as an index into the entity's signature.
| using ToyMaker::Signature = std::bitset<kMaxComponents> |
A 255 bit number, where each enabled bit represents a relationship between an entity and some ECS related object.
Some of its uses are described here:
| T ToyMaker::Interpolator< T >::operator() | ( | const T & | previousState, |
| const T & | nextState, | ||
| float | simulationProgress = 1.f ) const |
Returns an interpolated value for a component between two given states.
Step interpolation implementation, compatible with most types.
| previousState | The old value a component had, from the previous simulation tick |
| nextState | The new value which will take effect at the next simulation tick |
| simulationProgress | Progress towards the next simulation tick in the current moment, where 0 is the start and 1 is the end. |
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constexpr |
A constant that restricts the number of definable components in a project.