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PixelBullet
0.0.1
A C++ game engine
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Aggregates engine-neutral ECS component types used in the Scene system. More...
#include "pixelbullet/scene/components/animation_state_component.h"#include "pixelbullet/scene/components/audio_listener_component.h"#include "pixelbullet/scene/components/audio_source_component.h"#include "pixelbullet/scene/components/camera_component.h"#include "pixelbullet/scene/components/collider_component.h"#include "pixelbullet/scene/components/directional_light_component.h"#include "pixelbullet/scene/components/material_uv_transform_component.h"#include "pixelbullet/scene/components/mesh_renderer.h"#include "pixelbullet/scene/components/morph_mesh_renderer.h"#include "pixelbullet/scene/components/morph_weights_animation_component.h"#include "pixelbullet/scene/components/morph_weights_component.h"#include "pixelbullet/scene/components/name.h"#include "pixelbullet/scene/components/point_light_component.h"#include "pixelbullet/scene/components/prefab_instance_component.h"#include "pixelbullet/scene/components/prefab_transform_overrides_component.h"#include "pixelbullet/scene/components/rigid_body_component.h"#include "pixelbullet/scene/components/skeleton_animation_component.h"#include "pixelbullet/scene/components/skinned_mesh_renderer.h"#include "pixelbullet/scene/components/skinned_morph_mesh_renderer.h"#include "pixelbullet/scene/components/spot_light_component.h"#include "pixelbullet/scene/components/sprite_renderer.h"#include "pixelbullet/scene/components/transform.h"#include "pixelbullet/scene/components/transform_animation_component.h"#include "pixelbullet/scene/components/transform_parent_component.h"Go to the source code of this file.
Aggregates engine-neutral ECS component types used in the Scene system.
This header is intended as the central place to include engine-owned scene components. First-party scene-play components are registered and owned by platform/scene_play.
Users can include this file to gain access to reusable engine scene components without needing to include them individually.
Custom or platform-owned components can be added separately and do not need to be listed here unless they become engine-neutral.