CORGI
An open source project by FPL.
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Groups Pages
Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
oCcorgi::component_library::AnimationDataThe Component data structure that corresponds to each Entity that is registered with the AnimationComponent. It contains all the information for each Entity's animation
oCcorgi::CameraInterfaceAn 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
oCCollisionDataData describing which Entities were involed in a collision and where
oCcorgi::component_library::CommonServicesDataHolds the data that Components need (e.g. the input system, renderer, etc.)
oCcorgi::Component< T >::ComponentDataA structure of data that is associated with each Entity
oCcorgi::ComponentIdLookup< T >A templated struct for holding type-dependent data
oCcorgi::ComponentInterfaceAn 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)
|oCcorgi::Component< AnimationData >
||\Ccorgi::component_library::AnimationComponentA Component that provides an elegant way to handle Entity animation by interacting with the Motive animation library
|oCcorgi::Component< CommonServicesData >
||\Ccorgi::component_library::CommonServicesComponentThis 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)
|oCcorgi::Component< GraphData >
||\Ccorgi::component_library::GraphComponentManages the event graphs for any Entity that wishes to utilize the event system
|oCcorgi::Component< MetaData >
||\Ccorgi::component_library::MetaComponentA Component used to track the metadata about the Entities themselves
|oCcorgi::Component< PhysicsData >
||\CPhysicsComponentThe Component that manages the physics for every Entity that registers with it
|oCcorgi::Component< RenderMeshData >
||\Ccorgi::component_library::RenderMeshComponentA Component that handles the rendering of each Entities mesh that is registered with this Component
|oCcorgi::Component< TransformData >
||\Ccorgi::component_library::TransformComponentA Component that handles the transformations for every Entity that registers with it
|\Ccorgi::Component< T >A Component is an object that encapsulates all data and logic for Entities of a particular type
oCcorgi::EntityThe 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
oCcorgi::EntityFactoryInterfaceAn interface for an Entity factory, which creates Entities for a given EntityManager
|\Ccorgi::component_library::EntityFactoryAn EntityFactory builds Entities based on prototypes, using FlatBuffers to specify the raw data for Entities
| \Ccorgi::component_library::DefaultEntityFactoryImplementations of DefaultEntityFactory can be found in default_entity_factory.inc
oCcorgi::EntityManagerThe 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
oCcorgi::component_library::GraphDataContains the data for each Entity registered with the GraphComponent
oCcorgi::VectorPool< T >::IteratorTemplate< bool >An Iterator for the VectorPool
oCcorgi::component_library::MetaDataHolds specific metadata for an Entity
oCPhysicsDataData for scene object Components
oCcorgi::component_library::RenderlistEntryStruct used for keeping track of and sorting our render lists
oCcorgi::component_library::RenderMeshDataThe per-Entity mesh and shader data
oCRigidBodyDataData describing a single Bullet rigid body shape
oCcorgi::component_library::SerializableGraphStateContains the graph state information, as well as the filename for serialization
oCcorgi::component_library::TransformDataHolds all transform data for Entities, such as position, scale, and orientation
oCcorgi::VectorPool< T >A pool allocator, implemented as a vector-based pair of linked lists
oCcorgi::VectorPool< corgi::Component::ComponentData >
oCcorgi::VectorPool< corgi::Entity >
oCcorgi::VectorPool< Entity >
oCcorgi::VectorPool< T >::VectorPoolElementA struct representing an element inside of a VectorPool
\Ccorgi::VectorPool< T >::VectorPoolReferenceA 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)