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Engine²
Open-source game engine written in C++.
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Functions | |
| auto | SetChildOf (Engine::Entity child, Engine::Entity parent) -> void |
| auto | IsChildOf (Engine::Entity child, Engine::Entity parent) -> bool |
| auto | RemoveParent (Engine::Entity child) -> void |
| auto | GetParent (Engine::Entity child) -> std::optional< Engine::Entity > |
| template<typename TFunc> | |
| auto | ForEachChild (Engine::Entity parent, TFunc func) -> void |
| template<typename TComponent> | |
| auto | GetChildComponents (Engine::Entity parent) -> std::vector< std::reference_wrapper< TComponent > > |
| template<typename TComponent> | |
| auto | TryGetParentComponent (Engine::Entity child) -> TComponent * |
| auto Relationship::Utils::ForEachChild | ( | Engine::Entity | parent, |
| TFunc | func ) -> void |
Apply a function to each child of an entity.
| parent | parent entity |
| auto Relationship::Utils::GetChildComponents | ( | Engine::Entity | parent | ) | -> std::vector< std::reference_wrapper< TComponent > > |
Get a specific pointer list of a component for each child of an entity.
| parent | parent entity |
| auto Relationship::Utils::GetParent | ( | Engine::Entity | child | ) | -> std::optional< Engine::Entity > |
Get the parent of an entity.
| child | child entity |
| auto Relationship::Utils::IsChildOf | ( | Engine::Entity | child, |
| Engine::Entity | parent ) -> bool |
Check if an entity is a child of another entity.
| parent | parent entity |
| child | child entity |
| auto Relationship::Utils::RemoveParent | ( | Engine::Entity | child | ) | -> void |
Remove the parent of an entity.
| child | child entity |
| auto Relationship::Utils::SetChildOf | ( | Engine::Entity | child, |
| Engine::Entity | parent ) -> void |
Set the child of an entity to another entity.
| parent | parent entity |
| child | child entity |
| auto Relationship::Utils::TryGetParentComponent | ( | Engine::Entity | child | ) | -> TComponent * |
Get the pointer to a component of a parent of an Entity.
| child | child entity |