Untitled Game engine no.5
1.0
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4 #include "Components.hpp"
5 #include <glm/gtc/matrix_transform.hpp>
21 float snap_delay_factor = 2.0f;
25 offset({0, 0, 0},{0, 0, 0},{1, 1, 1}),
37 if (main ==
nullptr) {
38 main = CreateRef<Camera>();
65 if (t ==
nullptr || c ==
nullptr) {
70 c->transform.position += diff;
glm::mat4 GetView() const
Definition: Camera.hpp:29
Entity Component System.
Definition: ECS.hpp:19
A container for entities currently in the Scene.
Definition: Scene.hpp:9
static Ref< Camera > Main()
Definition: Camera.hpp:36
std::shared_ptr< T > Ref
Has stuff for making references a lot more easily shared smart pointer.
Definition: Base.hpp:21
Camera()
Creates a new camera.
Definition: Camera.hpp:24
Transform transform
Transform of this camera.
Definition: Camera.hpp:16
std::vector< EntityID > GetEntitiesWith()
Definition: ECS.hpp:188
Transform offset
offset to the subject of this camera
Definition: Camera.hpp:18
float w
Bounding box of this camera.
Definition: Camera.hpp:20
Singleton, the current view!
Definition: Camera.hpp:13
Ref< C > GetComponent(const EntityID &id)
Definition: ECS.hpp:80
static void UpdateCameras(ECS &ecs, const EntityID &e)
Definition: Camera.hpp:62
Definition: Animation.hpp:14
static void Update(const Scene &s)
Definition: Camera.hpp:47