6#include "hellfire/graphics/Transform3D.h"
15 void set_position(
float x,
float y,
float z) { transform_.set_position(x, y, z); }
16 void set_position(
const glm::vec3& position) { transform_.set_position(position); }
20 void set_rotation(
const glm::vec3& eulers) { transform_.set_rotation(eulers); }
21 void set_rotation(
float x,
float y,
float z) { transform_.set_rotation(glm::vec3(x, y, z)); }
22 void set_rotation(
const glm::quat& quaternion) { transform_.set_rotation_quaternion(quaternion); }
27 void set_scale(
float x,
float y,
float z) { transform_.set_scale(glm::vec3(x, y, z)); }
28 void set_scale(
float value) { transform_.set_scale(glm::vec3(value, value, value)); }
29 void set_scale(glm::vec3& scale) { transform_.set_scale(scale); }
30 void set_scale(
const glm::vec3& scale) { transform_.set_scale(scale); }
43 void look_at(
const glm::vec3& target,
const glm::vec3& up =
glm::
vec3(0,1,0)) {
44 transform_.look_at(target, up);
48 transform_.update_local_matrix();
51 transform_.update_world_matrix(parent_world_matrix);
#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)
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