Elements.pyECSS.System.RenderSystem

class Elements.pyECSS.System.RenderSystem(name=None, type=None, id=None, priority=0)[source]

A basic, empty forward rendering sample system. Basically this needs to be redefined in each rendering context: OpenGL, RayTracing etc.

__init__(name=None, type=None, id=None, priority=0)

Initialize self. See help(type(self)) for accurate signature.

Methods

__init__([name, type, id, priority])

Initialize self.

apply(Entity[, event])

method to be subclassed for behavioral or logic computation when visits Entities.

apply2BasicTransform(basicTransform[, event])

method to be subclassed for behavioral or logic computation when visits Components.

apply2Camera(basicTransform[, event])

method to be subclassed for behavioral or logic computation when visits Components.

apply2GATransform(basicTransform[, event])

method to be subclassed for behavioral or logic computation when visits Components.

apply2ImGUIDecorator(imGUIDecorator[, event])

apply2RenderDecorator(renderDecorator[, event])

apply2RenderMesh(renderMesh[, event])

method to be subclassed for behavioral or logic computation when visits Components.

apply2RenderWindow(renderWindow[, event])

apply2SDLWindow(sdlWindow[, event])

apply2Shader(shader[, event])

apply2ShaderGLDecorator(shaderGLDecorator[, …])

apply2VertexArray(vertexArray[, event])

applyCamera2BasicTransform(basicTransform[, …])

method to be subclassed for behavioral or logic computation when visits Components.

applyGravity(gravityComponent[, event])

applyRotation2BasicTransform(…[, event])

getClassName()

init()

method to be subclassed for behavioral or logic computation when visits Components of an EntityNode.

update()

method to be subclassed for behavioral or logic computation when visits Components of an EntityNode.

Attributes

id

Get Systems’s id

name

Get Systems’s name

priority

Get Systems’s priority

type

Get Systems’s type