chore: rename transform to Transform

This commit is contained in:
2025-10-23 20:32:12 +02:00
parent ec7ef40aea
commit 32873d14ae
4 changed files with 16 additions and 16 deletions

View File

@ -9,7 +9,7 @@ namespace Core {
struct ENGINE_API batch {
friend class Renderer;
public:
// requires transform component
// requires Transform component
struct item {
unsigned int batchId;
};

View File

@ -5,7 +5,7 @@
#include "engine/export.h"
namespace Core {
struct ENGINE_API transform {
struct ENGINE_API Transform {
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;

View File

@ -67,7 +67,7 @@ void Renderer::ApplyLights(Shader &shader) {
size_t lightIndex = 0;
for (auto entity : lights) {
auto &l = m_scene->m_registry.get<light>(entity);
auto &transf = m_scene->m_registry.get<transform>(entity);
auto &transf = m_scene->m_registry.get<Transform>(entity);
shader.setInt("lights[" + std::to_string(lightIndex) + "].type", static_cast<int>(l.type));
shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position);
@ -111,8 +111,8 @@ void Renderer::EnsureShadowResources(light& l) {
void Renderer::UpdateView() {
auto camView = m_scene->m_registry.view<camera>();
auto camTransform = camView.size() > 0 ?
m_scene->m_registry.get<transform>(camView.back()) :
transform {glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(1.f, 1.f, 1.f)};
m_scene->m_registry.get<Transform>(camView.back()) :
Transform {glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(1.f, 1.f, 1.f)};
m_view = glm::lookAt(
camTransform.position,
@ -149,7 +149,7 @@ void Renderer::RenderScene(Shader &shader) {
models.reserve(batchItems.size());
for (auto item : batchItems) {
auto &t = m_scene->m_registry.get<transform>(item);
auto &t = m_scene->m_registry.get<Transform>(item);
glm::mat4 rotation = glm::yawPitchRoll(t.rotation.y, t.rotation.x, t.rotation.z);
auto itemModel = glm::translate(glm::mat4(1.f), t.position) * rotation;
models.push_back(itemModel);
@ -165,7 +165,7 @@ void Renderer::RenderScene(Shader &shader) {
}
shader.setBool("u_isInstanced", false);
for (auto [entity, transf, mesh] : m_scene->m_registry.view<transform, mesh>(entt::exclude<batch, batch::item>).each()) {
for (auto [entity, transf, mesh] : m_scene->m_registry.view<Transform, mesh>(entt::exclude<batch, batch::item>).each()) {
if (mesh.object == nullptr) {
std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl;
return;
@ -206,7 +206,7 @@ void Renderer::Render() {
glCullFace(GL_FRONT);
const auto lights = m_scene->m_registry.view<light, transform>();
const auto lights = m_scene->m_registry.view<light, Transform>();
for (auto [_, l, t] : lights.each()) {
// TODO: support other light types when ready