3#include "Engine/Data/TextureManager.hpp"
4#include <Engine/Scene/ItemEntry.hpp>
5#include <Engine/Scene/System.hpp>
33 void handleAssetLoading(
Entity* entity,
const Core::Asset::FileData* fileData )
override;
40 void setXray(
bool on );
46 void toggleSkeleton(
const bool status );
54 bool m_xrayOn {
false };
57 Scalar m_time { 0_ra };
59 Data::TextureManager::TextureHandle m_heatMapTextureHandle;
This class allows tasks to be registered and then executed in parallel on separate threads.
An entity is an scene element. It ties together components with a transform.
void enforceUpdate()
Enforce Skeleton update at the next frame.
hepler function to manage enum as underlying types in VariableSet
Structure passed to each system before they fill the task queue.