Inferno Game Engine
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#ifndef COMPONENTS_H
#define COMPONENTS_H
#include <string> // std::string
#include "glm/ext/matrix_float4x4.hpp" // glm::mat4
#include "glm/ext/vector_float3.hpp" // glm::vec3
#include "inferno/log.h"
namespace Inferno {
struct TagComponent {
std::string tag;
TagComponent() = default;
TagComponent(const std::string& tag)
: tag(tag) {}
operator const std::string&() const { return tag; }
};
struct TransformComponent {
glm::vec3 translate { 0.0f, 0.0f, 0.0f };
glm::vec3 rotate { 0.0f, 0.0f, 0.0f } ;
glm::vec3 scale { 1.0f, 1.0f, 1.0f };
glm::mat4 transform { 1.0f }; // Identity matrix
};
struct OrthographicCameraComponment {
float zoomLevel = 1.0f;
glm::vec3 rotateAxis { 0.0f, 0.0f, 1.0f };
glm::mat4 projection { 1.0f }; // Identity matrix
};
struct PerspectiveCameraComponent {
float fov = 90.0f;
float pitch = 0.0f;
float yaw = -90.0f;
glm::vec3 up { 0.0f, 1.0f, 0.0f };
glm::mat4 projection { 1.0f }; // Identity matrix
};
// ----------------------------------------
const LogStream& operator<<(const LogStream& stream, const TransformComponent& value);
const LogStream& operator<<(const LogStream& stream, const glm::vec3& value);
const LogStream& operator<<(const LogStream& stream, const glm::vec4& value);
const LogStream& operator<<(const LogStream& stream, const glm::mat4& value);
}
#endif // COMPONENTS_H