1#include "EngineSystems.h"
3#include "Systems/Core/AnimationSystem.h"
4#include "Systems/Core/AssetSystem.h"
5#include "Systems/Core/BillboardSystem.h"
6#include "Systems/Core/CameraSystem.h"
7#include "Systems/Core/CameraArraySystem.h"
8#include "Systems/Core/CaptureSystem.h"
9#include "Systems/Core/ClipShapeSystem.h"
10#include "Systems/Core/EnvironmentSystem.h"
11#include "Systems/Core/FogSystem.h"
12#include "Systems/Core/InstancedMeshRenderSystem.h"
13#include "Systems/Core/LightSystem.h"
14#include "Systems/Core/LodSystem.h"
15#include "Systems/Core/MeshSystem.h"
16#include "Systems/Core/OverlaySystem.h"
17#include "Systems/Core/PropertiesSystem.h"
18#include "Systems/Core/SceneSystem.h"
19#include "Systems/Core/SpriteRenderSystem.h"
20#include "Systems/Core/SubMeshRenderSystem.h"
21#include "Systems/Core/TextSystem.h"
22#include "Systems/Core/Text3DSystem.h"
23#include "Systems/Core/TransformSystem.h"
25#include "Systems/Core/DynamicComponentSystem.h"
26#include "Systems/Core/ScriptSystem.h"
28#include "Systems/Core/StaticModelSystem.h"
32void Cogs::Core::EngineSystems::initialize(Context * context, Engine * engine)
35 auto transformSystem = engine->registerSystem<TransformSystem>(
SystemPriority::Transform, &context->transformSystem, 16384);
50 meshSystem->transformSystem = transformSystem;
55 renderSystem->transformSystem = transformSystem;
59 context->instancedMeshRenderSystem->transformSystem = transformSystem;
@ PreTransform
Run before transformations are updated.
@ Transform
Run at the time of transformations.
@ PostGeometry
Run after geometry updates are performed, e.g to perform calculations on vertex data.
@ PreView
Run after transformations, but before view data is updated.
@ DynamicComponents
Run at the same time as the dynamic components.
@ PostView
Run after view data has been updated. Anything after this is appropriate for geometry depending on e....
@ View
Run at the time view data is updated.
@ LightView
Run at the time light views are updated.
@ PostTransform
Run immediately after transformations are updated.
@ Rendering
Run at the time rendering is performed.