SolarSim
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Data Structures
Here are the data structures with brief descriptions:
[detail level 123]
 Nsolarsim
 CCameraComponentDefines camera properties for rendering and view projection
 CGridComponentRepresents a grid/mesh for rendering with specific assets
 CInputComponentHandles user input processing for entity control
 CLightComponentDefines light source properties for scene illumination
 CMeshComponentAssociates an entity with renderable geometry and appearance
 CRigidBodyComponentProvides physics properties for dynamic entity simulation
 CTransformComponentDefines spatial properties and provides model matrix calculation
 CEngineMain engine class managing core systems and game loop
 CRendererHandles all rendering operations and graphics state
 CCameraUBO
 CLightData
 CLightsUBO
 CRBData
 CRBUBO
 CWindowManages window creation, events, and GLFW context
 CMaterialDefines surface appearance properties for rendering
 CMeshRepresents 3D geometry with OpenGL buffers
 CShaderManages OpenGL shader program compilation and uniform setting
 CAssetManagerManages loading and caching of game assets (meshes, materials, shaders)
 CSceneManagerManages scene lifecycle and transitions
 CRegistryManages entities and their components in the ECS
 CIComponentStorageBase interface for type-erased component storage
 CComponentStorageTyped component storage for a specific component type
 CSceneContainer for entities, components, and simulation state
 CInputSystemHandles user input processing and mouse/keyboard state management
 CPhysicsSystemHandles physics simulation including gravity and N-body dynamics