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| class | AnimationComponent |
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| class | Camera |
| | This class is used for the creation of a camera. More...
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| class | CollisionComponent |
| | The Collision component is an entities link to the Collision System and allows for interaction with the other collision components. IMPORTANT: The Collision Component requires a Transform Component to be attached to the same entitiy. More...
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| class | CollisionSystem |
| | The Collision System handles and stores run-time collision data using the Box2D library More...
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| class | Component |
| | This is the base class for components. NOTE: only the Entity class is allowed to create this object. More...
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| class | Emitter |
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| class | Engine |
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| class | EngineImGui |
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| struct | EngineInitializationData |
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| class | Entity |
| | This object is able a holder object for components. NOTE: only the EntitySystem is allowed to create this object. More...
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| class | EntityContact |
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| class | EntitySystem |
| | This object keeps track of all available entities. NOTE: only the Engine class is allowed to create this object. More...
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| class | Frustum |
| | This object is used to keep track of the frustum area of the view and projection matrix. NOTE: only the Camera class is allowed to create this object. More...
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| struct | InputDefaults |
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| class | InputManager |
| | This object is a simple wrapper class regarding gainput. It also sends information to ImGUI to keep track of pressed buttons. NOTE: only the Engine class is allowed to create this object. More...
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| class | LightComponent |
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| class | Material |
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| class | Mesh |
| | This object is used to store data regarding a mesh. NOTE: only the resource manager is allowed to create a mesh. More...
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| class | Model |
| | This object is a storage container for meshes. More...
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| class | ModelComponent |
| | This component is used to keep track of the meshes and textures to render. NOTE: only the Entity class is allowed to create this component. More...
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| class | Particle |
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| class | Random |
| | This class provides random nummber generation of ints and floats withing the passed boundaries More...
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| class | RayCastClosestCallback |
| | Gets the first entity hit by the ray Callback class used to get collision data from ray queries More...
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| class | RayCastMultipleCallback |
| | Gets the all entities hit by the ray Callback class used to get collision data from ray queries NOTE: Gets up to MAX_COUNT amount of entities, MAX_COUNT being defined inside of RaycastCallback.hpp More...
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| class | Renderer |
| | This is the main renderer parent class which contains the base methods required for a renderer. NOTE: Only the Engine can create this object. More...
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| class | ResourceManager |
| | This class is used to create models, load in meshes and textures. NOTE: Only the Engine is allowed to create this object. More...
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| class | Shader |
| | This object is used to store information regarding the shader. More...
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| class | Skeleton |
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| class | Texture |
| | This object is used to store information regarding a texture. NOTE: Only the resource manager is allowed to create this object. More...
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| class | Time |
| | This object is used to retrieve information regarding the time. NOTE: This object can only be created by the Engine. More...
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| class | TransformComponent |
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| class | Utility |
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| class | Window |
| | This object stores any information regarding the created GLFW window. More...
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