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Create ECS system base
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50
entitysystem/components/BasicComponents.h
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50
entitysystem/components/BasicComponents.h
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/*
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* Basic components used by almost everything
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*/
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#ifndef EU07_BASICCOMPONENTS_H
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#define EU07_BASICCOMPONENTS_H
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#include "entt/entity/entity.hpp"
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#include "glm/vec3.hpp"
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#include "glm/gtc/quaternion.hpp"
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#include <string>
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#include <cstdint>
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namespace ECSComponent
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{
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///< summary>
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/// Basic component for storing transform of entities
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///</summary>
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struct Transform
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{
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glm::vec3 Position{0.f}; // object position
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glm::quat Rotation{1.f, 0.f, 0.f, 0.f}; // object rotation
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glm::vec3 Scale{1.f}; // object scale
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};
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///< summary>
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/// Basic component for naming entities
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/// in future for scenery hierarchy
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///</summary>
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struct Identification
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{
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std::string Name; // object name - may contain slashes for editor hierarchy "directories"
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std::uint64_t Id{0}; // id in scene
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};
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///< summary>
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/// Basic component for parent-child relationships between entities
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///</summary>
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struct Parent
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{
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entt::entity value{entt::null};
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};
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///< summary>
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/// Empty component for entities that are disabled and should not be processed by systems
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///</summary>
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struct Disabled
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{
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};
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} // namespace ECSComponent
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#endif // EU07_BASICCOMPONENTS_H
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