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Entity.h File Reference

The class containing all entity elements. More...

#include <vector>
#include "Component.h"
#include "ChildrenHandeler.h"
#include "Framework/Engine.h"
#include "System/Messaging.h"
#include <memory>
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Classes

class  Entity

Namespaces

namespace  test
namespace  gobj
 namespace for things relating to GameObject, other than GameObject itself

Macros

#define HAS(type)
 A macro for using the template call to get a component of an entity.

Functions

auto test::entityTest () -> void
auto gobj::moveEntity (Entity &entityToMove, Entity &newParent) -> void
 Makes the provided entity a child of another entity.

Detailed Description

The class containing all entity elements.

Author
Aidan Hartman (aidan.nosp@m..har.nosp@m.tman@.nosp@m.digi.nosp@m.pen.e.nosp@m.du) Some buttons for ImGui, Pair program with Marcelo Marcelo Escamilla(marce.nosp@m.lo.e.nosp@m.scami.nosp@m.lla@.nosp@m.digip.nosp@m.en.e.nosp@m.du) JSON serialization, and ImGui implementation Bryley Elder (bryle.nosp@m.y.el.nosp@m.der@d.nosp@m.igip.nosp@m.en.ed.nosp@m.u) Pair Program with Aidan
Date
2025 / 11 / 19

Macro Definition Documentation

◆ HAS

#define HAS ( type)
Value:
GetComponent<type>(Component::c##type)

A macro for using the template call to get a component of an entity.

example call: Transform* transform = MyEntity()->HAS(Transform);

Parameters
typethe type of component to search for on an object
Returns
the component requested, typecast to its inherited class, NULL if not found