![]() |
Shkyera Engine
Easy to use, game engine for Python
|
Namespaces | |
| namespace | clock |
| namespace | common |
| namespace | Logger |
| namespace | random |
| namespace | serialization |
| namespace | simd |
| namespace | style |
| namespace | utils |
Classes | |
| struct | AABB |
| struct | AmbientLightComponent |
| class | AmbientLightComponentUI |
| struct | AssetComponent |
| class | AssetLoader |
| struct | AssetRoot |
| class | AssetSelector |
| class | Audio |
| Audio asset that manages a single audio file. More... | |
| class | AudioSourceComponent |
| Component that enables audio playback for an entity. More... | |
| class | AudioSourceComponentUI |
| class | AudioSystem |
| System that manages audio playback and spatial audio. More... | |
| class | BaseComponent |
| Base component for implementing update functionality. More... | |
| struct | BillboardComponent |
| class | BillboardComponentUI |
| class | BooleanSelector |
| struct | BoxColliderComponent |
| class | CameraComponent |
| class | CameraComponentUI |
| class | CameraMovementSystem |
| class | CameraPropertiesWidget |
| struct | Clock |
| class | ColorSelector |
| class | ComponentUI |
| class | ConsoleWidget |
| A user interface widget for the console, used for logging and displaying messages. More... | |
| class | CubeMap |
| class | DepthAtlasFrameBuffer |
| class | DepthCubeMapFrameBuffer |
| struct | DirectionalLightComponent |
| class | DirectionalLightComponentUI |
| struct | DirectoryComponent |
| class | EntityHierarchy |
| class | EntityProvider |
| class | EnumSelector |
| struct | Environment |
| class | EnvironmentPropertiesWidget |
| class | FilesystemWidget |
| A user interface widget for interacting with the filesystem. More... | |
| class | FloatSlider |
| class | GizmoHandleComponent |
| class | GizmoSystem |
| struct | GlobalPathEqual |
| struct | GlobalPathHash |
| class | Image |
| A class for working with images and textures. More... | |
| class | InputManager |
| class | InspectorWidget |
| struct | InstanceCounter |
| class | JobSystem |
| class | Log |
| A base class for logs that contain textual content. More... | |
| class | LogError |
| A log representing error messages. More... | |
| class | LogInfo |
| A log representing informational messages. More... | |
| class | LogSuccess |
| A log representing success messages. More... | |
| class | LogVerbose |
| A log representing verbose messages. More... | |
| struct | Material |
| class | Mesh |
| class | ModelComponent |
| class | ModelComponentUI |
| class | NameComponent |
| class | ObjectSelectionSystem |
| class | ObjectsWidget |
| A user interface widget for managing game objects. More... | |
| struct | OpenGLResourceTag |
| class | OverlayModelComponent |
| struct | ParticleEmitterComponent |
| class | ParticleEmitterComponentUI |
| class | ParticleSystem |
| struct | PointLightComponent |
| class | PointLightComponentUI |
| struct | Policy |
| struct | PostProcessingVolumeComponent |
| class | PostProcessingVolumeComponentUI |
| struct | ProfileBlock |
| class | ProfileGuard |
| class | Profiler |
| class | ProfilerWidget |
| class | PropertiesWidget |
| A user interface widget for managing game object properties. More... | |
| struct | Ray |
| struct | ReadAccess |
| class | Registry |
| class | RegistryViewer |
| class | RenderingSystem |
| struct | RenderingTextureComponent |
| struct | ResourceTag |
| struct | RuntimeCamera |
| class | RuntimeWidget |
| A user interface widget for running and rendering the game runtime. More... | |
| struct | SceneCamera |
| class | SceneFrameBuffer |
| class | SceneWidget |
| A user interface widget for rendering scenes. More... | |
| struct | SelectedAssetComponent |
| struct | SelectedEntityComponent |
| class | Shader |
| class | ShaderProgram |
| struct | SingletonComponent |
| Marker to denote Singleton Component. More... | |
| struct | SkyboxComponent |
| struct | Sound |
| Sound instance that manages playback of an audio asset. More... | |
| class | SparseSet |
| class | SparseSetBase |
| struct | SpotLightComponent |
| class | SpotLightComponentUI |
| class | Texture |
| class | TextureAssetSelector |
| class | ThreadWorker |
| class | TransformComponent |
| class | TransformComponentUI |
| struct | TypeInfo |
| class | UI |
| A class responsible for managing the user interface (UI) of the application. More... | |
| class | UseShader |
| class | Widget |
| An abstract base class representing a GUI widget. More... | |
| class | Wireframe |
| struct | WireframeComponent |
| class | WireframeComponentUI |
| struct | WriteAccess |
Concepts | |
| concept | PathConstructible |
| concept | SingletonComponentType |
| concept | NonSingletonComponentType |
Typedefs | |
| using | AssetHandle = Entity |
| using | OptionalAssetHandle = std::optional< AssetHandle > |
| template<typename AssetType > | |
| using | AssetRef = std::shared_ptr< AssetType > |
| template<typename AssetType > | |
| using | HandleAndAsset = std::pair< OptionalAssetHandle, AssetRef< AssetType > > |
| using | TypeID = uint64_t |
| using | TypeSet = std::set< TypeID > |
| using | Entity = uint32_t |
| using | JobHandle = Entity |
| using | JobExecutor = std::function< void()> |
| using | JobBuilder = JobSystem::JobBuilder |
Enumerations | |
| enum class | RuntimeMode { DEVELOPMENT , PRODUCTION } |
Functions | |
| template<typename T > | |
| constexpr uint64_t | getId () |
| float | toRadians (float degrees) |
| float | toDegrees (float radians) |
| float | angleAroundAxis (const glm::vec3 &v1, const glm::vec3 &v2, const glm::vec3 &axis) |
| glm::vec3 | angleAxisRotation (const glm::vec3 &eulerAngles, const glm::vec3 &axis, float angle) |
| glm::vec3 | eulerAnglesFromRotationMatrix (const glm::mat3 &rotationMat) |
Variables | |
| constexpr Entity | InvalidEntity = 0 |
| thread_local const std::thread::id | THREAD_ID = std::this_thread::get_id() |
| template<typename T > | |
| constexpr bool | OnlyMainThread = false |
| template<> | |
| constexpr bool | OnlyMainThread< OpenGLResourceTag > = true |
| using shkyera::HandleAndAsset = typedef std::pair<OptionalAssetHandle, AssetRef<AssetType> > |
| using shkyera::JobExecutor = typedef std::function<void()> |
| using shkyera::OptionalAssetHandle = typedef std::optional<AssetHandle> |
| using shkyera::TypeSet = typedef std::set<TypeID> |
|
strong |
| float shkyera::angleAroundAxis | ( | const glm::vec3 & | v1, |
| const glm::vec3 & | v2, | ||
| const glm::vec3 & | axis | ||
| ) |
| glm::vec3 shkyera::angleAxisRotation | ( | const glm::vec3 & | eulerAngles, |
| const glm::vec3 & | axis, | ||
| float | angle | ||
| ) |
| glm::vec3 shkyera::eulerAnglesFromRotationMatrix | ( | const glm::mat3 & | rotationMat | ) |
Template variable indicating if a resource type must be accessed only on the main thread. This is used to enforce thread safety for resources that can only be accessed from the main thread.
If a resource requires the main thread, the specialization of that resource type must be true.
| T | The resource type to check |
|
inlineconstexpr |
| thread_local const std::thread::id shkyera::THREAD_ID = std::this_thread::get_id() |