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SleakEngine 0.1.0
C++23 multi-backend game engine
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#include "../../include/public/Core/SceneBase.hpp"#include <Core/GameObject.hpp>#include <Core/Logger.hpp>#include <Camera/Camera.hpp>#include <ECS/Components/TransformComponent.hpp>#include <Lighting/Light.hpp>#include <Lighting/LightManager.hpp>#include <Runtime/Skybox.hpp>#include <Physics/PhysicsWorld.hpp>#include <Physics/ColliderComponent.hpp>#include <Debug/DebugLineRenderer.hpp>#include "../../include/private/Graphics/Common/RenderCommandQueue.hpp"Go to the source code of this file.
Namespaces | |
| namespace | Sleak |
| Root namespace for everything the engine exposes. | |
Functions | |
| template<typename Pred> | |
| static GameObject * | Sleak::FindOwned (GameObject *obj, const Pred &pred) |
| Depth-first search of obj and the descendants it owns. | |
| template<typename Fn> | |
| static void | Sleak::ForEachOwned (GameObject *obj, Fn &fn) |
| Calls fn on obj and the descendants it owns, skipping scene owned ones. | |
| static void | Sleak::RegisterTree (GameObject *obj, LightManager *lights, Physics::PhysicsWorld *world) |
| static void | Sleak::UnregisterTree (GameObject *obj, LightManager *lights, Physics::PhysicsWorld *world) |
| Unregisters lights and colliders in obj's owned subtree. | |