2022-09-19 01:20:51 +00:00
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#pragma once
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#include "xe_model.hpp"
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/fwd.hpp>
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#include <memory>
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namespace xe {
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struct TransformComponent {
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glm::vec3 translation{};
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glm::vec3 scale{1.f, 1.f, 1.f};
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glm::vec3 rotation{};
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glm::mat4 mat4();
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glm::mat3 normalMatrix();
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};
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2022-09-25 01:16:13 +00:00
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class GameObject {
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2022-09-19 01:20:51 +00:00
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public:
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using id_t = unsigned int;
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2022-09-25 01:16:13 +00:00
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static GameObject createGameObject() {
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2022-09-19 01:20:51 +00:00
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static id_t currentId = 0;
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2022-09-25 01:16:13 +00:00
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return GameObject(currentId++);
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2022-09-19 01:20:51 +00:00
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}
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2022-09-25 01:16:13 +00:00
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GameObject(const GameObject &) = delete;
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GameObject &operator=(const GameObject &) = delete;
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GameObject(GameObject&&) = default;
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GameObject &operator=(GameObject &&) = default;
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2022-09-19 01:20:51 +00:00
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id_t getId() { return id; }
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2022-09-27 17:35:49 +00:00
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Model* model{};
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2022-09-19 01:20:51 +00:00
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TransformComponent transform;
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private:
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2022-09-25 01:16:13 +00:00
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GameObject(id_t objId) : id{objId} {}
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2022-09-19 01:20:51 +00:00
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id_t id;
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};
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}
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