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TransformComponent.h
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1//
2// Created by denzel on 07/08/2025.
3//
4#pragma once
5
6#include "hellfire/graphics/Transform3D.h"
7#include "Component.h"
8
9namespace hellfire {
11 public:
12 TransformComponent() = default;
13 glm::vec3& get_position() { return transform_.get_position(); }
14 const glm::vec3& get_position() const { return transform_.get_position(); }
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); }
17
18
19 const glm::vec3& get_rotation() const { return transform_.get_rotation(); }
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); }
23
24
25 glm::vec3 get_scale() const { return transform_.get_scale(); }
26 glm::vec3& get_scale() { return transform_.get_scale(); }
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); }
31
32
33 const glm::vec3& get_world_position() const { return transform_.get_position(); }
34
35 const glm::mat4& get_local_matrix() const { return transform_.get_local_matrix(); }
36 const glm::mat4& get_world_matrix() const { return transform_.get_world_matrix(); }
37
38 glm::mat4 get_rotation_matrix() const { return transform_.get_rotation_matrix(); }
39 glm::mat4 get_translation_matrix() const { return transform_.get_translation_matrix(); }
40 glm::mat4 get_scale_matrix() const { return transform_.get_scale_matrix(); }
41
42 // Delegate all other methods to the internal Transform3D
43 void look_at(const glm::vec3& target, const glm::vec3& up = glm::vec3(0,1,0)) {
44 transform_.look_at(target, up);
45 }
46
48 transform_.update_local_matrix();
49 }
50 void update_world_matrix(const glm::mat4& parent_world_matrix) {
51 transform_.update_world_matrix(parent_world_matrix);
52 }
53
54 private:
56 };
57} // namespace hellfire
#define MODEL_LOADER_DEBUG
Definition Entity.h:20
bool is_looking
Definition Entity.h:21
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
const std::string & get_name() const
Definition Entity.h:46
const TransformComponent * transform() const
Definition Entity.cpp:52
TransformComponent * transform()
Definition Entity.cpp:42
T * add_component(Args &&... args)
const std::vector< ScriptComponent * > & get_script_components() const
Definition Entity.cpp:11
void initialize_scripts() const
Definition Entity.cpp:16
void cleanup_scripts() const
Definition Entity.cpp:30
bool has_component() const
Definition Entity.h:57
bool remove_component()
std::string name_
Definition Entity.h:86
virtual ~Entity()=default
std::vector< ScriptComponent * > script_components_
Definition Entity.h:88
std::unordered_map< std::type_index, std::unique_ptr< Component > > components_
Definition Entity.h:87
void send_event_to_script(const std::string &event_name, void *data=nullptr)
void set_name(const std::string &name)
Definition Entity.h:47
T * get_component() const
Entity(const EntityID id, const std::string &name)
Definition Entity.h:37
void update_scripts(float delta_time) const
Definition Entity.cpp:22
Entity(const std::string &name)
Definition Entity.h:41
void broadcast_event(const std::string &event_name, void *data=nullptr) const
Definition Entity.cpp:36
EntityID id_
Definition Entity.h:85
uint32_t get_id() const
Definition Entity.h:45
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)
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 look_at(const glm::vec3 &target, const glm::vec3 &up=glm::vec3(0, 1, 0))
const glm::vec3 & get_position() const
void set_rotation(const glm::vec3 &eulers)
void update_world_matrix(const glm::mat4 &parent_world_matrix)
void set_position(float x, float y, float z)
const glm::vec3 & get_world_position() const
glm::mat4 get_rotation_matrix() const
void set_scale(float x, float y, float z)
const glm::vec3 & get_rotation() const
void set_rotation(float x, float y, float z)
glm::mat4 get_translation_matrix() const
void set_scale(const glm::vec3 &scale)
void set_scale(glm::vec3 &scale)
const glm::mat4 & get_world_matrix() const
const glm::mat4 & get_local_matrix() const
void set_position(const glm::vec3 &position)
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