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Module ecs

Module ecs 

Source
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Core ECS types for game logic.

Structs§

AudioSource
An ECS component that makes an entity an emitter of sound.
Camera
A component that defines a camera’s projection parameters.
Children
A component that lists the direct children of an entity.
Collider
Component representing a collider attached to an entity.
DirectionalLight
A directional light source that illuminates from a uniform direction.
EntityId
A unique identifier for an entity in the world.
GlobalTransform
A component that stores the final, calculated, world-space transformation of an entity.
Light
A component that adds a light source to an entity.
Name
A component providing a human-readable name for an entity.
Parent
A component that establishes a parent-child relationship.
PointLight
A point light source that emits light in all directions from a single point.
RigidBody
Component representing a rigid body in the physics simulation.
SpotLight
A spot light source that emits light in a cone from a single point.
Tag
Free-form string tags attached to an entity for grouping and querying.
Transform
A component that describes an entity’s position, rotation, and scale relative to its Parent. If the entity has no Parent, this is relative to the world origin.
Without
A WorldQuery filter that matches entities that do NOT have component T.

Enums§

BodyType
Defines the type of a rigid body.
ColliderShape
Supported collider shapes.
LightType
An enumeration of all supported light types.
MaterialRef
Authored reference to a material — the only serialized material form.
MeshRef
Authored reference to a mesh — the only serialized mesh form.
ProceduralMeshKind
Identifies a known procedural mesh primitive.
ProjectionType
Defines the type of camera projection.

Traits§

Component
A marker trait for types that can be used as components in the ECS.
ComponentBundle
A trait for any collection of components that can be spawned together as a single unit.