SPARK
0.1.0
A general purpose game engine written in C++.
|
A component that stores the position of a game object. More...
#include <Transform.h>
Public Member Functions | |
Transform (GameObject *parent) | |
glm::mat4 | matrix () const |
Gets the transformation matrix of the transform. | |
![]() | |
Component (GameObject *parent) | |
Instantiates a new Component. | |
Component (const Component &other)=delete | |
Component (Component &&other) noexcept=default | |
Component & | operator= (const Component &other)=delete |
Component & | operator= (Component &&other) noexcept=default |
const lib::Uuid & | uuid () const |
Gets the UUID of the component. | |
GameObject * | gameObject () |
Gets the GameObject that the component is attached to. | |
const GameObject * | gameObject () const |
Gets the GameObject that the component is attached to. | |
virtual void | render () const |
Renders the component. | |
virtual void | onAttach () |
Method called when the component is attached to a GameObject. | |
virtual void | onUpdate (float dt) |
Method called on every frame. | |
virtual void | onDetach () |
Method called when the component is detached from a GameObject. | |
![]() | |
HasRtti (const HasRtti &other)=default | |
HasRtti (HasRtti &&other) noexcept=default | |
HasRtti & | operator= (const HasRtti &other)=default |
HasRtti & | operator= (HasRtti &&other) noexcept=default |
virtual RttiBase & | rttiInstance () const =0 |
Public Attributes | |
math::Vector2< float > | position = {0.f, 0.f} |
float | rotation = 0 |
math::Vector2< float > | scale = {1.f, 1.f} |
Friends | |
bool | operator== (const Transform &lhs, const Transform &rhs) |
bool | operator!= (const Transform &lhs, const Transform &rhs) |
A component that stores the position of a game object.
|
inline |
Gets the transformation matrix of the transform.