6#include "hellfire/ecs/Component.h"
7#include "hellfire/graphics/Mesh.h"
8#include "hellfire/assets/AssetRegistry.h"
28 void set_mesh(std::shared_ptr<
Mesh> mesh) { mesh_ = std::move(mesh); }
29 [[nodiscard]] std::shared_ptr<
Mesh>
get_mesh()
const {
return mesh_; }
30 [[nodiscard]]
bool has_mesh()
const {
return mesh_ !=
nullptr; }
#define MODEL_LOADER_DEBUG
static std::shared_ptr< Texture > load_cached_texture(const std::string &path, TextureType type)
static void print_cache_stats()
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 void clear_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)
virtual void on_removed()
Entity & get_owner() const
const std::string & get_name() const
const TransformComponent * transform() const
TransformComponent * transform()
T * add_component(Args &&... args)
const std::vector< ScriptComponent * > & get_script_components() const
void initialize_scripts() const
void cleanup_scripts() const
bool has_component() const
virtual ~Entity()=default
std::vector< ScriptComponent * > script_components_
std::unordered_map< std::type_index, std::unique_ptr< Component > > components_
void send_event_to_script(const std::string &event_name, void *data=nullptr)
void set_name(const std::string &name)
T * get_component() const
Entity(const EntityID id, const std::string &name)
void update_scripts(float delta_time) const
Entity(const std::string &name)
void broadcast_event(const std::string &event_name, void *data=nullptr) const
static void bind_property(const Material::Property &property, uint32_t shader_program, int &texture_unit)
static void bind_property_to_shader(const Material::Property &property, uint32_t shader_program, int &texture_unit)
static void bind_material(const Material &material)
void set_roughness(float roughness)
void set_metallic(float metallic)
void set_opacity(float opacity)
void set_shininess(float shininess)
void set_mesh_asset(AssetID id)
void set_mesh(std::shared_ptr< Mesh > mesh)
AssetID get_mesh_asset() const
MeshComponent(std::shared_ptr< Mesh > mesh)
MeshInternalType internal_type
std::shared_ptr< Mesh > get_mesh() const
MeshSource get_source() const
std::shared_ptr< Mesh > mesh_
void set_source(const MeshSource source, MeshInternalType type=MeshInternalType::NONE)
std::shared_ptr< Material > get_material() const
void set_material_asset(AssetID id)
RenderableComponent()=default
std::shared_ptr< Material > material_
void set_material(const std::shared_ptr< Material > &material)
bool get_cast_shadows() const
bool has_material() const
bool get_receive_shadows() const
AssetID material_asset_id_
void set_cast_shadows(bool cast)
AssetID get_material_asset() const
void set_receive_shadows(bool receive)
Manages a collection of entities and their hierarchical relationships.
void set_parent(EntityID child_id, EntityID parent_id)
Sets the parent of an entity.
void update_world_matrices()
Updates world transformation matrices for all entities Propagates transformations through the entity ...
Entity * get_entity(EntityID id)
Retrieves an entity by its ID.
EntityID create_entity(const std::string &name="GameObject")
Creates a new entity in the scene.
glm::mat4 aiMatrix4x4ToGlm(const aiMatrix4x4 &from)
constexpr AssetID INVALID_ASSET_ID
static constexpr unsigned int PREVIEW
static constexpr unsigned int OPTIMIZED
static constexpr unsigned int HIGH_QUALITY
static constexpr unsigned int RUNTIME