ReactPhysics3D  v0.10.1
C++ Physics engine library
reactphysics3d::TransformComponents Class Reference

This class represent the component of the ECS that contains the transforms of the different entities. More...

#include <include/reactphysics3d/components/TransformComponents.h>

Inheritance diagram for reactphysics3d::TransformComponents:
reactphysics3d::Components

Classes

struct  TransformComponent
 Structure for the data of a transform component. More...
 

Public Member Functions

 TransformComponents (MemoryAllocator &allocator)
 Constructor.
 
virtual ~TransformComponents () override=default
 Destructor.
 
void addComponent (Entity bodyEntity, bool isDisabled, const TransformComponent &component)
 Add a component.
 
TransformgetTransform (Entity bodyEntity) const
 Return the transform of an entity.
 
void setTransform (Entity bodyEntity, const Transform &transform)
 Set the transform of an entity.
 
- Public Member Functions inherited from reactphysics3d::Components
 Components (MemoryAllocator &allocator, size_t componentDataSize, size_t alignmentMarginSize)
 Constructor.
 
virtual ~Components ()
 Destructor.
 
void init ()
 Initialize the components:
 
void removeComponent (Entity entity)
 Remove a component.
 
bool getIsEntityDisabled (Entity entity) const
 Return true if an entity is disabled.
 
void setIsEntityDisabled (Entity entity, bool isDisabled)
 Notify if a given entity is disabled.
 
bool hasComponent (Entity entity) const
 Return true if there is a component for a given entity.
 
bool hasComponentGetIndex (Entity entity, uint32 &entityIndex) const
 Return true if there is a component for a given entiy and if so set the entity index.
 
uint32 getNbComponents () const
 Return the number of components.
 
uint32 getNbEnabledComponents () const
 Return the number of enabled components.
 
uint32 getEntityIndex (Entity entity) const
 Return the index in the arrays for a given entity.
 

Detailed Description

This class represent the component of the ECS that contains the transforms of the different entities.

The position and orientation of the bodies are stored there. The components of the sleeping entities (bodies) are always stored at the end of the array.


The documentation for this class was generated from the following files: