Oxygen Engine
Modern C++ 3D Engine using OpenGL
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Scene component that can be attached to an entity. More...
#include <OxygenEngine/scene/component/component.h>
Public Member Functions | |
virtual void | onUpdate (const double, const int8_t=0) |
Run actions on entity update. | |
Public Attributes | |
bool | is_active = true |
Toggle to check if the Component is active, actual meaning heavily depends of the component type. | |
Scene component that can be attached to an entity.
Example usage:
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inlinevirtual |
Run actions on entity update.
The flags
value is not used by OxygenEngine, but you can use it to implement differents levels of update For example, other engines uses functions such as BeforeUpdate, PreUpdate, PostUpdate, LateUpdate, etc
Here, it would translates to using custom flags values
delta | seconds since last call of this function |
flags | custom flags |
Reimplemented in oe::component::node::Debug, oe::component::Lighting, and oe::scene::component::node::Camera.
bool oe::component::Component::is_active = true |
Toggle to check if the Component is active, actual meaning heavily depends of the component type.
This allow you to "freeze" the component or prevent any updates