#include <position.h>
◆ field_types
◆ type
◆ Traits()
Game::Position::Traits::Traits |
( |
| ) |
|
|
delete |
◆ field_byte_offsets
size_t Game::Position::Traits::field_byte_offsets[num_fields] |
|
staticconstexpr |
Initial value:= {
}
Position(Math::vec3 const &v)
Definition position.h:21
float x
Definition vec3.h:94
float z
Definition vec3.h:94
float y
Definition vec3.h:94
◆ field_descriptions
const char* Game::Position::Traits::field_descriptions[num_fields] |
|
staticconstexpr |
Initial value:= {
nullptr,
nullptr,
nullptr
}
◆ field_hide_in_inspector
bool Game::Position::Traits::field_hide_in_inspector[num_fields] |
|
staticconstexpr |
Initial value:= {
false,
false,
false
}
◆ field_names
const char* Game::Position::Traits::field_names[num_fields] |
|
staticconstexpr |
◆ field_typenames
const char* Game::Position::Traits::field_typenames[num_fields] |
|
staticconstexpr |
Initial value:= {
"float",
"float",
"float"
}
◆ fixed_column_index
uint32_t Game::Position::Traits::fixed_column_index = 1 |
|
staticconstexpr |
This is the column that the entity position will reside in, in every table.
NOTE: This can never be changed, due to assumptions that have been made.
◆ fully_qualified_name
auto Game::Position::Traits::fully_qualified_name = "Game.Position" |
|
staticconstexpr |
◆ name
auto Game::Position::Traits::name = "Position" |
|
staticconstexpr |
◆ num_fields
size_t Game::Position::Traits::num_fields = 3 |
|
staticconstexpr |
The documentation for this struct was generated from the following file:
- /github/workspace/code/application/basegamefeature/components/position.h