CORGI
An open source project by
FPL.
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corgi::component_library::AnimationData | The Component data structure that corresponds to each Entity that is registered with the AnimationComponent. It contains all the information for each Entity's animation |
corgi::CameraInterface | An interface for 3D cameras, allowing them to have position, facing field of view, etc. Libraries can use this to pass around generic cameras that the game itself can implement the logic for |
CollisionData | Data describing which Entities were involed in a collision and where |
corgi::component_library::CommonServicesData | Holds the data that Components need (e.g. the input system, renderer, etc.) |
corgi::Component< T >::ComponentData | A structure of data that is associated with each Entity |
corgi::ComponentIdLookup< T > | A templated struct for holding type-dependent data |
corgi::ComponentInterface | An interface that provides basic Component functionality. All Components will inherit from this class. It provides the minimum set of things that are uniform across all Components (without needing to know the specific type of Component that it is) |
corgi::Component< AnimationData > | |
corgi::component_library::AnimationComponent | A Component that provides an elegant way to handle Entity animation by interacting with the Motive animation library |
corgi::Component< CommonServicesData > | |
corgi::component_library::CommonServicesComponent | This is a unique Component, as no Entities will register with it and it contains no per-entity data. Its use is to provide a central location for other Components to easily access game services and managers (since Components themselves do not have direct access to the game state, but do have access to other Components) |
corgi::Component< GraphData > | |
corgi::component_library::GraphComponent | Manages the event graphs for any Entity that wishes to utilize the event system |
corgi::Component< MetaData > | |
corgi::component_library::MetaComponent | A Component used to track the metadata about the Entities themselves |
corgi::Component< PhysicsData > | |
PhysicsComponent | The Component that manages the physics for every Entity that registers with it |
corgi::Component< RenderMeshData > | |
corgi::component_library::RenderMeshComponent | A Component that handles the rendering of each Entities mesh that is registered with this Component |
corgi::Component< TransformData > | |
corgi::component_library::TransformComponent | A Component that handles the transformations for every Entity that registers with it |
corgi::Component< T > | A Component is an object that encapsulates all data and logic for Entities of a particular type |
corgi::Entity | The basic Entity class for CORGI. It contains an array of index values, which are used by Components for tracking their data associated with an Entity. It also contains a boolean for tracking if this Entity has been marked for deletion |
corgi::EntityFactoryInterface | An interface for an Entity factory, which creates Entities for a given EntityManager |
corgi::component_library::EntityFactory | An EntityFactory builds Entities based on prototypes, using FlatBuffers to specify the raw data for Entities |
corgi::component_library::DefaultEntityFactory | Implementations of DefaultEntityFactory can be found in default_entity_factory.inc |
corgi::EntityManager | The EntityManager is the code that manages all Entities and Components in the game. Normally the game will instantiate EntityManager, and then use it to create and control all of its Entities |
corgi::component_library::GraphData | Contains the data for each Entity registered with the GraphComponent |
corgi::VectorPool< T >::IteratorTemplate< bool > | An Iterator for the VectorPool |
corgi::component_library::MetaData | Holds specific metadata for an Entity |
PhysicsData | Data for scene object Components |
corgi::component_library::RenderlistEntry | Struct used for keeping track of and sorting our render lists |
corgi::component_library::RenderMeshData | The per-Entity mesh and shader data |
RigidBodyData | Data describing a single Bullet rigid body shape |
corgi::component_library::SerializableGraphState | Contains the graph state information, as well as the filename for serialization |
corgi::component_library::TransformData | Holds all transform data for Entities, such as position, scale, and orientation |
corgi::VectorPool< T > | A pool allocator, implemented as a vector-based pair of linked lists |
corgi::VectorPool< corgi::Component::ComponentData > | |
corgi::VectorPool< corgi::Entity > | |
corgi::VectorPool< Entity > | |
corgi::VectorPool< T >::VectorPoolElement | A struct representing an element inside of a VectorPool |
corgi::VectorPool< T >::VectorPoolReference | A reference object for pointing into the vector pool. It acts as a pointer for vector pool elements and can be queried to check if it has become invalid. (i.e. If the element it pointed at has either been deallocated, or replaced with a new element) |