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https://github.com/MaSzyna-EU07/maszyna.git
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ECS System WIP
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@@ -3,11 +3,14 @@
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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 "audio/sound.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 "registry/FName.h"
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#include "utils/uuid.hpp"
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#include <cstdint>
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#include <string>
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namespace ECSComponent
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{
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@@ -16,18 +19,23 @@ namespace ECSComponent
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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::dvec3 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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struct Velocity
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{
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glm::vec3 Value{0.f}; // object velocity
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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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FName 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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@@ -39,6 +47,16 @@ struct Parent
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entt::entity value{entt::null};
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};
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struct SoundComponent
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{
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sound_source sound; // sound source
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float volume = 1.0f; // 0–1
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float pitch = 1.0f; // speed / pitch
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float range = 1.0f; // range
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bool loop = false;
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bool playOnStart = false;
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bool isPlaying = false;
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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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@@ -1,6 +1,9 @@
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#ifndef EU07_RENDERCOMPONENTS_H
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#define EU07_RENDERCOMPONENTS_H
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#include "registry/FName.h"
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#include "rendering/geometrybank.h"
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namespace ECSComponent
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{
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/// <summary>
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@@ -11,6 +14,8 @@ namespace ECSComponent
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/// </remarks>
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struct MeshRenderer
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{
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gfx::geometry_handle meshHandle;
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bool visible = true;
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};
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/// <summary>
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@@ -19,7 +24,53 @@ struct MeshRenderer
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/// <remarks>Currently empty
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/// TODO: Add component members
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/// </remarks>
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struct SpotLight{};
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struct SpotLight
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{
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glm::vec3 Color{ 1.0f, 1.0f, 1.0f };
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float Intensity = 1.0f;
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float Range = 25.0f;
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float InnerAngle = 15.0f;
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float OuterAngle = 25.0f;
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bool CastShadows = false;
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bool Enabled = true;
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};
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// TODO: AreaLight like blender
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// TODO: SunLight for scene
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struct ParticleEmitter
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{
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FName particleEffectPath = ("");
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bool active = true;
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};
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struct Decal
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{
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FName decalTexturePath = ("");
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float size = 1.0f;
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bool active = true;
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};
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struct Billboard
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{
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FName texturePath = ("");
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float size = 1.0f;
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bool active = true;
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};
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struct Line {
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glm::vec3 start{ 0.0f };
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glm::vec3 end{ 1.0f, 0.0f, 0.0f };
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glm::vec3 color{ 1.0f, 1.0f, 1.0f };
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float thickness = 1.0f;
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bool active = true;
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};
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/// <summary>
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/// Component for entities that can be rendered with LOD
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