Camera.cpp Components.h LightComponent.h MeshComponent.h Entity.h ImGuiHelper.h Changed backslashes to slashes, for unix-compatibility
75 lines
1.6 KiB
C++
75 lines
1.6 KiB
C++
#pragma once
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#include <string>
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#include <glm/ext/matrix_float4x4.hpp>
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#include "../Scene.h"
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#include "../Components/BaseComponent.h"
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#include "../Resource/Serializable.h"
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#include "../Components/NameComponent.h"
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namespace Nuake
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{
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class Entity : public ISerializable
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{
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public:
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Entity(entt::entity handle, Scene* scene);
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Entity(const Entity& ent);
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Entity();
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void AddChild(Entity ent);
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int GetHandle() { return (int)m_EntityHandle; }
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int GetID() { return GetComponent<NameComponent>().ID; }
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template<typename T>
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bool HasComponent() {
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return m_Scene->m_Registry.all_of<T>(m_EntityHandle);
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}
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bool IsValid() {
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return m_Scene->m_Registry.valid((entt::entity)GetHandle());
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}
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template<typename T>
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T& AddComponent() {
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T& component = m_Scene->m_Registry.emplace<T>(m_EntityHandle);
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return component;
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}
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template<typename T>
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void RemoveComponent() {
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m_Scene->m_Registry.remove<T>(m_EntityHandle);
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}
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template<typename T>
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T& GetComponent() {
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T& component = m_Scene->m_Registry.get<T>(m_EntityHandle);
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return component;
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}
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void Destroy() {
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Logger::Log("Deleted eneity :" + std::to_string((int)m_EntityHandle));
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m_Scene->m_Registry.destroy(m_EntityHandle);
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}
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bool operator==(const Entity& other) const
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{
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return m_EntityHandle == other.m_EntityHandle && m_Scene == other.m_Scene;
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}
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bool operator!=(const Entity& other) const
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{
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return !(*this == other);
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}
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json Serialize() override;
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bool Deserialize(const std::string& str);
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Scene* GetScene() {
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return m_Scene;
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}
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private:
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entt::entity m_EntityHandle;
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Scene* m_Scene;
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};
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}
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