Cleanup GameObject includes and put it in it's own folder for components
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@@ -4,8 +4,6 @@
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#include "Camera.hpp"
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#include "GameObject.hpp"
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/string_cast.hpp>
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#include <tracy/Tracy.hpp>
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@@ -11,8 +11,6 @@
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//clang-format: on
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#include "Camera.hpp"
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#include "GameObject.hpp"
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#include "PushConstant.hpp"
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#include "engine/descriptors/Descriptor.hpp"
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#include "engine/descriptors/DescriptorSet.hpp"
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#include "engine/descriptors/DescriptorSetLayout.hpp"
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@@ -9,6 +9,7 @@
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#include <iostream>
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#include "engine/primitives/vectors/Vector.hpp"
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#include "gameobjects/GameObject.hpp"
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namespace fgl::engine
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{
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@@ -4,11 +4,11 @@
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#pragma once
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#include "GameObject.hpp"
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#include "Window.hpp"
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namespace fgl::engine
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{
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class GameObject;
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class KeyboardMovementController
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{
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@@ -14,7 +14,7 @@ namespace fgl::engine
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GameObject GameObject::createGameObject()
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{
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static GameObjectID current_id { 0 };
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return { current_id++ };
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return GameObject( current_id++ );
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}
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void GameObject::drawImGui()
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@@ -9,7 +9,6 @@
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#include <vector>
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#include "engine/primitives/TransformComponent.hpp"
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#include "model/Model.hpp"
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namespace fgl::engine
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{
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@@ -100,7 +99,7 @@ namespace fgl::engine
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std::shared_ptr< Model > m_model { nullptr };
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std::string name {};
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GameObject( GameObjectID obj_id ) : m_id( obj_id ) {}
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explicit GameObject( GameObjectID obj_id ) : m_id( obj_id ) {}
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FGL_DELETE_DEFAULT_CTOR( GameObject );
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FGL_DELETE_COPY( GameObject );
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@@ -154,15 +153,7 @@ namespace fgl::engine
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GameObjectID getId() const { return m_id; }
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//! Returns the name of the game object. If no name is set then the name of the model is used.
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std::string& getName()
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{
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if ( name.empty() && m_model )
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{
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name = m_model->getName();
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}
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return name;
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}
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std::string& getName() { return name; }
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void drawImGui();
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};
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@@ -17,6 +17,7 @@
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#include "engine/FrameInfo.hpp"
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#include "engine/filesystem/scanner/FileScanner.hpp"
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#include "engine/filesystem/types.hpp"
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#include "engine/model/Model.hpp"
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#include "engine/model/builders/SceneBuilder.hpp"
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#include "engine/rendering/SwapChain.hpp"
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@@ -10,7 +10,6 @@
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#include "builders/ModelBuilder.hpp"
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#include "builders/SceneBuilder.hpp"
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#include "engine/buffers/Buffer.hpp"
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#include "engine/buffers/SuballocationView.hpp"
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#include "engine/image/ImageView.hpp"
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namespace fgl::engine
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@@ -16,6 +16,7 @@
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#include "engine/assets/stores.hpp"
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#include "engine/descriptors/DescriptorSet.hpp"
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#include "engine/gameobjects/GameObject.hpp"
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#include "engine/image/ImageView.hpp"
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namespace fgl::engine
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@@ -431,6 +432,8 @@ namespace fgl::engine
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log::debug( "Mesh IDX: {}", mesh_idx );
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log::debug( "Skin IDX: {}", skin_idx );
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GameObject obj { GameObject::createGameObject() };
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std::shared_ptr< Model > model { loadModel( mesh_idx, root ) };
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assert( model );
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@@ -10,6 +10,7 @@
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#include <filesystem>
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#include <vector>
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#include "engine/gameobjects/GameObject.hpp"
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#include "engine/primitives/TransformComponent.hpp"
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namespace fgl::engine
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@@ -45,6 +46,8 @@ namespace fgl::engine
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memory::Buffer& m_vertex_buffer;
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memory::Buffer& m_index_buffer;
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std::vector< GameObject > game_objects {};
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std::vector< std::shared_ptr< Model > > models {};
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void handleScene( const tinygltf::Scene& scene, const tinygltf::Model& root );
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@@ -10,6 +10,7 @@
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#include "Attachment.hpp"
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#include "RenderPass.hpp"
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#include "Subpass.hpp"
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#include "engine/assets/TransferManager.hpp"
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namespace fgl::engine
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{
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@@ -8,7 +8,6 @@
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#include <unordered_map>
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#include "engine/GameObject.hpp"
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#include "engine/model/Model.hpp"
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#include "engine/tree/octtree/OctTreeNode.hpp"
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@@ -3,7 +3,7 @@
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//
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#pragma once
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#include "engine/GameObject.hpp"
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#include "engine/gameobjects/GameObject.hpp"
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#include "engine/primitives/Frustum.hpp"
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#include "engine/texture/Texture.hpp"
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#include "engine/utils.hpp"
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@@ -8,7 +8,7 @@
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#include <bitset>
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#include "engine/GameObject.hpp"
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#include "engine/gameobjects/GameObject.hpp"
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#include "engine/primitives/boxes/AxisAlignedBoundingCube.hpp"
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namespace fgl::engine
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@@ -4,6 +4,8 @@
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#include "QuadTree.hpp"
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#include "engine/gameobjects/GameObject.hpp"
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namespace fgl::engine
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{
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bool QuadTreeNode::contains( const WorldCoordinate coord ) const
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@@ -6,10 +6,12 @@
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#include <vector>
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#include "engine/GameObject.hpp"
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#include "engine/primitives/Scale.hpp"
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#include "engine/primitives/points/Coordinate.hpp"
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namespace fgl::engine
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{
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class GameObject;
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enum class CoordinateSpace;
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class QuadTreeNode;
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