Saga
Saga Game Engine
|
CSaga::App | Manages several GameWorld. Responsible for assembling them and passing along Staged events as well as user input events |
CSaga::AudioEmitter | Component for emitting sound events |
CSaga::AudioImplementation | Stores data for implementing the Audio Engine. This includes various maps to fmod events and banks, as well as a reference to FMOD_STUDIO_SYSTEM |
CSaga::BoundingVolumeHierarchy::BoundedShapeData | Data on a bounded triangle, which includes the triangle itself and its BoundingBox |
CSaga::BoundingBox | Represents a bounding box |
CSaga::BoundingVolumeHierarchy | A tree of bounding volumes, with leaf nodes containing a collection of triangles. Useful as a space-accelerant structure to speed up collision detection |
CSaga::Camera | Wrapper around the GraphicsEngine camera |
CSaga::Collider | A boolean flag to tell if an Entity has a Collider |
CSaga::Systems::Collision | Collision struct that details a collision |
CSaga::CollisionSystemData | Manages data that the collision system uses. This lives in runtime on an empty entity |
CSaga::ComponentReference< Component > | Reference to a component. Will be valid as long as that component exists on a specific Entity, even if their pointer address has changed |
CSaga::Core | A wrapper around App that separates it from Window, the script running the game loop. This receives user events and pass them along to App |
CSaga::CylinderCollider | Model an axis-aligned cylinder collider |
CSaga::EllipsoidCollider | Model an axis-aligned ellipsoid |
▼Cstd::enable_shared_from_this | |
CSaga::GameWorld | Maintains a game world, where Entity, Component, Systems, and MetaSystems can be added, and events such as Startup, Update, FixedUpdate, and Draw can be invoked |
CSaga::AudioEngine::EventAttributes | A collection of vectors that specify an object in 3D space. This allows the AudioEngine to determine where listeners as well as AudioEventInstance are situated in space |
CSaga::EventMap | A mapping between events (which are ints under the hood) and callbacks |
Cstd::hash< std::tuple< TT... > > | |
Cstd::anonymous_namespace{tupleHash.h}::HashValueImpl< Tuple, Index > | |
Cstd::anonymous_namespace{tupleHash.h}::HashValueImpl< Tuple, 0 > | |
▼CSaga::ICallback | Generic callback used for events |
CSaga::Callback< DataType > | A wrapper around a shared_ptr to a function |
▼CSaga::IComponentContainer | Generic container of components |
CSaga::ComponentContainer< Component > | Container for a specific Component type |
▼CSaga::IComponentGroup | Generic group of components |
CSaga::ComponentGroup< Component > | Effectively a list of tuples each entry containing an Entity and ComponentReference to each of the component type in the group. These Entity must have the specified components, or else there will be unexpected behaviour. When an Entity no longer has all the required components, it must be removed from the Group |
CSaga::Light | Model a light. Wrapper around GraphicsEngine's light. Currently only support Point and Directional Lights |
CSaga::NavMesh::LocationInCell | |
CSaga::Material | Wrapper around the GraphisEngine's material |
CSaga::Mesh | A wrapper around a shared_ptr to a GraphicsEngine's shape |
CSaga::MeshCollider | Model a mesh containing a list of triangles |
CSaga::NavMesh | |
CSaga::AudioEngine::ParameterValue | Value of a parameter in FMOD. Whenever a parameter is retrieved from an event (or globally), it will be in this form |
CSaga::NavMesh::Path | |
CSaga::Physics::RaycastHit | |
CSaga::RigidBody | Entities with a RigidBody will be moved by the engine in FixedUpdate, and will respond to collisions |
▼CSaga::SystemManager | Manages Systems in the ECS model. Allows for System to be added, but not invoked |
CSaga::InvokableSystemManager | A SystemManager where stages and events can be invoked |
CSaga::Transform | A wrapper around a shared pointer to a ModelTransform. This tells object where to position themselves in a 3D scene |
CSaga::Geometry::Triangle | Represents a 3D triangle, equipped with some utility functions |
CSaga::BoundingVolumeHierarchy::TriangleData | Data on a single triangles in the structure |
CSaga::TypeMap< DataType > | Map that has Types as key |
CSaga::TypeMap< std::shared_ptr< Saga::IComponentContainer > > | |
CSaga::UniformGrid< T > | Models a uniform grid in 3D space, with the ability to insert and inspect certain cells in the grid. These cells contains a collection of objects |
CWindow |