asge::game::components::PathFollow
An entity's authored path (as Catmull-Rom waypoints) plus its runtime progress along it.
#include <PathFollow.hpp>Collaboration
classDiagram
class N1["asge::game::components::PathFollow"]
class N2["asge::math::CatmullRomSpline"]
N1 --> N2 : m_Path
click N1 href "structasge_1_1game_1_1components_1_1PathFollow.html"
click N2 href "classasge_1_1math_1_1CatmullRomSpline.html"
m_Waypoints/m_Speed/m_Loop/m_Resolution are what a scene file describes; asset::AssetManager::ResolveAssets (via asset::Resolver<PathFollow>) builds m_Path — a math::CatmullRomSpline through m_Waypoints, sampled at m_Resolution arc-length steps per segment — the first time it sees a non-empty m_Waypoints with no path built yet, same deferred-resolve shape as Sprite::m_Texture/Animation::m_Clip. m_Traveled/m_Finished are plain runtime state for whatever advances an entity along m_Path each frame.
Public Attributes
#
std::vector< math::Float2 > m_Waypoints#
std::size_t m_Resolution {32}#
math::CatmullRomSpline m_Path