#include <MeshComponent.h>
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| AEntity * | m_owner = nullptr |
| | Pointer to the entity that owns this component. This allows the component to access its parent entity and other components attached to it.
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◆ MeshComponent()
| MeshComponent::MeshComponent |
( |
AMesh * | mesh | ) |
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inline |
◆ OnInit()
| void MeshComponent::OnInit |
( |
AEntity * | owner | ) |
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inlineoverridevirtual |
Initialize the entity component with its owner
- Parameters
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| owner | Pointer to the AEntity that owns this component |
Implements IComponent.
◆ OnRender()
| void MeshComponent::OnRender |
( |
AShader * | shader | ) |
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inlineoverridevirtual |
Renders the mesh component using the specified shader
- Parameters
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| shader | The shader program to use for rendering |
Implements IComponent.
◆ OnUpdate()
| void MeshComponent::OnUpdate |
( |
float | dt | ) |
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inlineoverridevirtual |
Called once per frame to update the game state
- Parameters
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| dt | The time elapsed since the last update in seconds |
Implements IComponent.
The documentation for this class was generated from the following file: