Formatted EVERYTHING

This commit is contained in:
Dynamitos
2024-06-09 12:20:53 +02:00
parent f18bf8acbe
commit d95dab850c
265 changed files with 8002 additions and 12310 deletions
+7 -22
View File
@@ -3,38 +3,23 @@
using namespace Seele;
Actor::Actor(PScene scene)
: Entity(scene)
{
attachComponent<Component::Transform>();
}
Actor::Actor(PScene scene) : Entity(scene) { attachComponent<Component::Transform>(); }
Actor::~Actor()
{
Actor::~Actor() {}
}
void Actor::setParent(PActor newParent)
{
if(parent != nullptr)
{
void Actor::setParent(PActor newParent) {
if (parent != nullptr) {
parent->removeChild(this);
}
parent = newParent;
}
void Actor::addChild(PActor child)
{
void Actor::addChild(PActor child) {
children.add(child);
child->setParent(this);
}
void Actor::removeChild(PActor child)
{
void Actor::removeChild(PActor child) {
children.remove(children.find(child), false);
child->setParent(nullptr);
}
Component::Transform& Actor::getTransform()
{
return accessComponent<Component::Transform>();
}
Component::Transform& Actor::getTransform() { return accessComponent<Component::Transform>(); }
+8 -9
View File
@@ -1,15 +1,14 @@
#pragma once
#include "Entity.h"
#include "Component/Transform.h"
#include "Entity.h"
namespace Seele
{
namespace Seele {
DECLARE_REF(Actor)
// Actors are entities that are part of the scene hierarchy
// In order for that hierarchy to make sense it requires at least a transform component
class Actor : public Entity
{
public:
class Actor : public Entity {
public:
Actor(PScene scene);
virtual ~Actor();
@@ -17,11 +16,11 @@ public:
void addChild(PActor child);
void removeChild(PActor child);
Array<PActor> getChildren();
Component::Transform& getTransform();
protected:
//Component::Transform& getTransform();
protected:
// Component::Transform& getTransform();
void setParent(PActor parent);
PActor parent;
Array<PActor> children;
+4 -14
View File
@@ -3,23 +3,13 @@
using namespace Seele;
CameraActor::CameraActor(PScene scene)
: Actor(scene)
{
CameraActor::CameraActor(PScene scene) : Actor(scene) {
attachComponent<Component::Camera>();
accessComponent<Component::Transform>().setPosition(Vector(10, 5, 14));
}
CameraActor::~CameraActor()
{
}
CameraActor::~CameraActor() {}
Component::Camera& CameraActor::getCameraComponent()
{
return accessComponent<Component::Camera>();
}
Component::Camera& CameraActor::getCameraComponent() { return accessComponent<Component::Camera>(); }
const Component::Camera& CameraActor::getCameraComponent() const
{
return accessComponent<Component::Camera>();
}
const Component::Camera& CameraActor::getCameraComponent() const { return accessComponent<Component::Camera>(); }
+5 -6
View File
@@ -2,16 +2,15 @@
#include "Actor.h"
#include "Component/Camera.h"
namespace Seele
{
class CameraActor : public Actor
{
public:
namespace Seele {
class CameraActor : public Actor {
public:
CameraActor(PScene scene);
virtual ~CameraActor();
Component::Camera& getCameraComponent();
const Component::Camera& getCameraComponent() const;
private:
private:
};
DEFINE_REF(CameraActor)
} // namespace Seele
+5 -16
View File
@@ -2,29 +2,18 @@
using namespace Seele;
DirectionalLightActor::DirectionalLightActor(PScene scene)
: Actor(scene)
{
attachComponent<Component::DirectionalLight>();
}
DirectionalLightActor::DirectionalLightActor(PScene scene) : Actor(scene) { attachComponent<Component::DirectionalLight>(); }
DirectionalLightActor::DirectionalLightActor(PScene scene, Vector color, Vector direction)
: Actor(scene)
{
DirectionalLightActor::DirectionalLightActor(PScene scene, Vector color, Vector direction) : Actor(scene) {
attachComponent<Component::DirectionalLight>(Vector4(color, 0), Vector4(direction, 0));
}
DirectionalLightActor::~DirectionalLightActor()
{
}
DirectionalLightActor::~DirectionalLightActor() {}
Component::DirectionalLight& DirectionalLightActor::getDirectionalLightComponent()
{
Component::DirectionalLight& DirectionalLightActor::getDirectionalLightComponent() {
return accessComponent<Component::DirectionalLight>();
}
const Component::DirectionalLight& DirectionalLightActor::getDirectionalLightComponent() const
{
const Component::DirectionalLight& DirectionalLightActor::getDirectionalLightComponent() const {
return accessComponent<Component::DirectionalLight>();
}
+5 -6
View File
@@ -2,17 +2,16 @@
#include "Actor.h"
#include "Component/DirectionalLight.h"
namespace Seele
{
class DirectionalLightActor : public Actor
{
public:
namespace Seele {
class DirectionalLightActor : public Actor {
public:
DirectionalLightActor(PScene scene);
DirectionalLightActor(PScene scene, Vector color, Vector direction);
virtual ~DirectionalLightActor();
Component::DirectionalLight& getDirectionalLightComponent();
const Component::DirectionalLight& getDirectionalLightComponent() const;
private:
private:
};
DEFINE_REF(DirectionalLightActor)
} // namespace Seele
+2 -10
View File
@@ -2,14 +2,6 @@
using namespace Seele;
Entity::Entity(PScene scene)
: scene(scene)
, identifier(scene->createEntity())
{
}
Entity::Entity(PScene scene) : scene(scene), identifier(scene->createEntity()) {}
Entity::~Entity()
{
scene->destroyEntity(identifier);
}
Entity::~Entity() { scene->destroyEntity(identifier); }
+10 -20
View File
@@ -1,33 +1,23 @@
#pragma once
#include <entt/entt.hpp>
#include "MinimalEngine.h"
#include "Scene/Scene.h"
namespace Seele
{
#include <entt/entt.hpp>
namespace Seele {
// An entity describes a part of a scene
// It is just a wrapper the ID of a registry
class Entity
{
public:
class Entity {
public:
Entity(PScene scene);
virtual ~Entity();
template<typename Component, typename... Args>
Component& attachComponent(Args&&... args)
{
template <typename Component, typename... Args> Component& attachComponent(Args&&... args) {
return scene->attachComponent<Component>(identifier, std::forward<Args>(args)...);
}
template<typename Component>
Component& accessComponent()
{
return scene->accessComponent<Component>(identifier);
}
template<typename Component>
const Component& accessComponent() const
{
return scene->accessComponent<Component>(identifier);
}
protected:
template <typename Component> Component& accessComponent() { return scene->accessComponent<Component>(identifier); }
template <typename Component> const Component& accessComponent() const { return scene->accessComponent<Component>(identifier); }
protected:
PScene scene;
entt::entity identifier;
};
+5 -20
View File
@@ -2,29 +2,14 @@
using namespace Seele;
PointLightActor::PointLightActor(PScene scene)
: Actor(scene)
{
attachComponent<Component::PointLight>();
}
PointLightActor::PointLightActor(PScene scene) : Actor(scene) { attachComponent<Component::PointLight>(); }
PointLightActor::PointLightActor(PScene scene, Vector position, Vector color, float attenuation)
: Actor(scene)
{
PointLightActor::PointLightActor(PScene scene, Vector position, Vector color, float attenuation) : Actor(scene) {
attachComponent<Component::PointLight>(Vector4(position, 1), Vector4(color, attenuation));
}
PointLightActor::~PointLightActor()
{
}
PointLightActor::~PointLightActor() {}
Component::PointLight& PointLightActor::getPointLightComponent()
{
return accessComponent<Component::PointLight>();
}
Component::PointLight& PointLightActor::getPointLightComponent() { return accessComponent<Component::PointLight>(); }
const Component::PointLight& PointLightActor::getPointLightComponent() const
{
return accessComponent<Component::PointLight>();
}
const Component::PointLight& PointLightActor::getPointLightComponent() const { return accessComponent<Component::PointLight>(); }
+5 -6
View File
@@ -2,17 +2,16 @@
#include "Actor.h"
#include "Component/PointLight.h"
namespace Seele
{
class PointLightActor : public Actor
{
public:
namespace Seele {
class PointLightActor : public Actor {
public:
PointLightActor(PScene scene);
PointLightActor(PScene scene, Vector position, Vector color, float attenuation);
virtual ~PointLightActor();
Component::PointLight& getPointLightComponent();
const Component::PointLight& getPointLightComponent() const;
private:
private:
};
DEFINE_REF(PointLightActor)
} // namespace Seele
+4 -16
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@@ -2,22 +2,10 @@
using namespace Seele;
StaticMeshActor::StaticMeshActor(PScene scene, PMeshAsset mesh)
: Actor(scene)
{
attachComponent<Component::Mesh>(mesh);
}
StaticMeshActor::StaticMeshActor(PScene scene, PMeshAsset mesh) : Actor(scene) { attachComponent<Component::Mesh>(mesh); }
Seele::StaticMeshActor::~StaticMeshActor()
{
}
Seele::StaticMeshActor::~StaticMeshActor() {}
Component::Mesh &Seele::StaticMeshActor::getMesh()
{
return accessComponent<Component::Mesh>();
}
Component::Mesh& Seele::StaticMeshActor::getMesh() { return accessComponent<Component::Mesh>(); }
const Component::Mesh &Seele::StaticMeshActor::getMesh() const
{
return accessComponent<Component::Mesh>();
}
const Component::Mesh& Seele::StaticMeshActor::getMesh() const { return accessComponent<Component::Mesh>(); }
+5 -6
View File
@@ -2,16 +2,15 @@
#include "Actor.h"
#include "Component/Mesh.h"
namespace Seele
{
class StaticMeshActor : public Actor
{
public:
namespace Seele {
class StaticMeshActor : public Actor {
public:
StaticMeshActor(PScene scene, PMeshAsset mesh);
virtual ~StaticMeshActor();
Component::Mesh& getMesh();
const Component::Mesh& getMesh() const;
private:
private:
};
DEFINE_REF(StaticMeshActor)
} // namespace Seele