#include <orientation.h>
◆ field_types
◆ type
◆ Traits()
Game::Orientation::Traits::Traits |
( |
| ) |
|
|
delete |
◆ field_byte_offsets
size_t Game::Orientation::Traits::field_byte_offsets[num_fields] |
|
staticconstexpr |
Initial value:= {
}
Orientation(Math::quat const &q)
Definition orientation.h:20
float y
Definition quat.h:78
float z
Definition quat.h:78
float w
Definition quat.h:78
float x
Definition quat.h:78
◆ field_descriptions
const char* Game::Orientation::Traits::field_descriptions[num_fields] |
|
staticconstexpr |
Initial value:= {
nullptr,
nullptr,
nullptr,
nullptr
}
◆ field_hide_in_inspector
bool Game::Orientation::Traits::field_hide_in_inspector[num_fields] |
|
staticconstexpr |
Initial value:= {
false,
false,
false,
false
}
◆ field_names
const char* Game::Orientation::Traits::field_names[num_fields] |
|
staticconstexpr |
◆ field_typenames
const char* Game::Orientation::Traits::field_typenames[num_fields] |
|
staticconstexpr |
Initial value:= {
"float",
"float",
"float",
"float"
}
◆ fixed_column_index
uint32_t Game::Orientation::Traits::fixed_column_index = 2 |
|
staticconstexpr |
This is the column that the entity orientation will reside in, in every table.
NOTE: This can never be changed, due to assumptions that have been made.
◆ fully_qualified_name
auto Game::Orientation::Traits::fully_qualified_name = "Game.Orientation" |
|
staticconstexpr |
◆ name
auto Game::Orientation::Traits::name = "Orientation" |
|
staticconstexpr |
◆ num_fields
size_t Game::Orientation::Traits::num_fields = 4 |
|
staticconstexpr |
The documentation for this struct was generated from the following file:
- /github/workspace/code/application/basegamefeature/components/orientation.h