Spatial Components #4
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Reference: TheCurle/umbra#4
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Components come in two main varieties; those with spatial context, and those without.
Spatial Context constitutes:
An Entity with a Spatial Component is one that has a physical presence, but it may or may not be rendered.
For example, a static Mesh may have a Solid Spatial Component that gives it a position, rotation and scale, as well as a solid collider around its bounding box (which is set by its' scale).
It will be impossible to move into the object's bounding box, due to the Collider.
A trigger may have a Collider Spatial Component, with a position, rotation, scale, and a collider, but entry into the area will be allowed.
Some Game Event may be triggered by this happening.
Additionally, separate physical objects may be intrinisically linked together by way of Sockets.
Attachment Sockets may be considered "mounting points" for objects with multiple meshes that need to articulate around each other.
For example, a mechanical arm would have a Socket at each joint, and a hierarchy of Spatial Components for each subsequent part that allows a "bottom-up" sequence of independent transforms.
This way, the claws need not know how the base is rotated, or whether the arm is extended or not.
A draft of the Spatial Component API is in
cb545da50f
.