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Component.h
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1//
2// Created by denzel on 07/08/2025.
3//
4
5#pragma once
6namespace hellfire {
7 class Entity;
8
9 class Component {
10 public:
11 virtual ~Component() = default;
12
13 [[nodiscard]] Entity& get_owner() const { return *owner_; }
14
15 // Lifecycle hooks
16 virtual void on_added(Entity* owner) { owner_ = owner; }
17 virtual void on_removed() { owner_ = nullptr; }
18 private:
19 Entity* owner_ = nullptr;
20 };
21} // namespace hellfire
#define MODEL_LOADER_DEBUG
static std::shared_ptr< Texture > load_cached_texture(const std::string &path, TextureType type)
static void process_mesh_vertices(aiMesh *mesh, std::vector< Vertex > &vertices, std::vector< unsigned int > &indices)
static bool is_identity_transform(const aiMatrix4x4 &matrix)
static std::shared_ptr< Mesh > process_mesh(aiMesh *mesh, const aiScene *scene, const std::string &filepath)
static EntityID process_node(Scene *scene, aiNode *node, const aiScene *ai_scene, const std::string &filepath, EntityID parent_id=0)
static std::string create_material_key(const aiMaterial *ai_material, const std::string &filepath, unsigned int material_index)
static void load_material_textures(const aiMaterial *ai_material, Material &material, const aiScene *scene, const std::string &filepath)
static std::vector< std::string > get_texture_search_paths(const std::string &filepath)
static std::string create_mesh_key(aiMesh *mesh, const std::string &filepath)
static std::unordered_map< std::string, std::shared_ptr< Texture > > texture_cache
static bool try_load_external_texture_unified(const std::string &path_str, const std::string &filepath, TextureType type, Material &material)
static bool try_load_embedded_texture_unified(const std::string &path_str, const aiScene *scene, TextureType type, Material &material)
static bool try_load_embedded_texture(const std::string &path_str, const aiScene *scene, TextureType dcr_type, Material &material, const std::string &property_name)
static std::shared_ptr< Material > create_material(const aiMaterial *ai_material, const aiScene *scene, const std::string &filepath)
static std::unordered_map< std::string, std::shared_ptr< Mesh > > mesh_cache
static std::string capitalize_first(const std::string &str)
static std::unordered_map< std::string, std::shared_ptr< Material > > material_cache
static bool try_load_external_texture(const std::string &path_str, const std::string &filepath, TextureType dcr_type, Material &material, const std::string &property_name)
static void debug_scene_info(const aiScene *scene, const std::string &filepath)
static EntityID load_model(Scene *scene, const std::filesystem::path &filepath, unsigned int import_flags=0)
static void load_essential_material_properties(const aiMaterial *ai_material, Material &material)
static void preprocess_materials(const aiScene *scene, const std::string &filepath)
virtual ~Component()=default
virtual void on_added(Entity *owner)
Definition Component.h:16
virtual void on_removed()
Definition Component.h:17
Entity & get_owner() const
Definition Component.h:13
TransformComponent * transform()
Definition Entity.cpp:42
void set_roughness(float roughness)
Definition Material.h:177
void set_metallic(float metallic)
Definition Material.h:173
void set_opacity(float opacity)
Definition Material.h:181
void set_shininess(float shininess)
Definition Material.h:169
std::shared_ptr< Material > get_material() const
std::shared_ptr< Material > material_
void set_material(const std::shared_ptr< Material > &material)
Manages a collection of entities and their hierarchical relationships.
Definition Scene.h:24
void set_parent(EntityID child_id, EntityID parent_id)
Sets the parent of an entity.
Definition Scene.cpp:105
void update_world_matrices()
Updates world transformation matrices for all entities Propagates transformations through the entity ...
Definition Scene.cpp:168
Entity * get_entity(EntityID id)
Retrieves an entity by its ID.
Definition Scene.cpp:81
EntityID create_entity(const std::string &name="GameObject")
Creates a new entity in the scene.
Definition Scene.cpp:29
void set_position(float x, float y, float z)
void set_rotation(float x, float y, float z)
glm::mat4 aiMatrix4x4ToGlm(const aiMatrix4x4 &from)
TextureType
Definition Texture.h:13
constexpr AssetID INVALID_ASSET_ID
Definition Vertex.h:5
static constexpr unsigned int PREVIEW
Definition ModelLoader.h:34
static constexpr unsigned int OPTIMIZED
Definition ModelLoader.h:64
static constexpr unsigned int HIGH_QUALITY
Definition ModelLoader.h:55
static constexpr unsigned int RUNTIME
Definition ModelLoader.h:42