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9#include "World/Entity.h"
10#include "Render/FrameInfo.h"
11#include "Systems/SystemManager.h"
12#include "GamePlay/CameraController.h"
25 camComp.GetCamera()->SetPerspective(45.0f, 0.001f, 100000.0f);
28 transformComp.SetPosition({ 30.0f, 6.0f, 15.0f });
29 transformComp.SetRotation({8.0f, -90.0f, 0.0f});
38 skyboxComp
.SetMaterial(
"BasePassRenderer.SkyBox.little_paris_eiffel_tower_4k");
40 transformComp.SetScale({50000000.0f, 50000000.0f, 50000000.0f});
48 transformComp.SetRotation({0.0f, 25.0f, 50.0f});
49 dirlightComp.SetColor({ 1.0f, 1.0f, 1.0f });
#define SPICES_PROFILE_ZONE
void SetCamera(std::shared_ptr< Camera > camera)
Set the camera this component handled.
CameraComponent Class. This class defines the specific behaves of CameraComponent.
CameraController Class. This class inherit from NativeScriptComponent. It receives Mouse Event and Ke...
Camera Class. This class just encapsulate Projection Matrix.
void SetIntensity(float intensity)
Set the DirectionalLight intensity.
DirectionalLightComponent Class. This class defines the specific behaves of DirectionalLightComponent...
virtual void OnPreActivate() override
This interface define the specific world behave before on activated.
virtual void OnDeactivate() override
This interface defines the specific world behave after on activated.
virtual void OnActivate(TimeStep &ts) override
This interface define the specific world behave on activated.
EditorWorld Class. This class defines the specific behave of EditorWorld.
Entity Class. This class defines the specific behaves of Entity.
NativeScriptComponent Class. This class defines the specific behaves of NativeScriptComponent....
void SetMaterial(const std::string &materialPath)
Set SkyBox Material.
SkyBoxComponent Class. This class defines the specific behaves of SkyBoxComponent.
static void Run(TimeStep &ts)
Update all system that pushed to this manager.
SystemManager Class. This class defines the behave of SystemManager.
This Class handles our engine time step during frames. Global Unique.
Entity CreateEntity(const std::string &name="None")
Create a new empty entity in this world.