6#include <core/math/utilities.hpp>
11 glm::highp_vec3 position{ 0.f };
12 glm::highp_vec4 quaternion{ 0.f, 0, 0, 1 };
13 glm::highp_vec3 rotation{ 0.f };
14 glm::highp_vec3 scale{ 1.f };
20 quaternion = from_quat(rotation);
25 glm::vec4 ambient{ 0.2f };
26 glm::vec4 diffuse{ 0.5f };
27 glm::vec4 specular{ 1.f };
28 float shininess = 0.5f;
31 glm::vec3 direction{ 0.f };
32 glm::vec3 view_position{ 0.f };
34 glm::vec4 ambient{ 1.f };
35 glm::vec4 diffuse{ 1.f };
37 glm::vec4 specular{ 1.f, 1.f, 0.f, 0.f };
38 glm::vec4 color{ 1.f };
43 glm::vec4 color = { 1.f, 1.f, 1.f, 1.f };
44 float attenuation = 1.f;
47 float quadratic = 1.f;
49 glm::vec4 ambient = glm::vec4(1.f);
50 glm::vec4 diffuse = glm::vec4(1.f);
51 glm::vec4 specular = glm::vec4(1.f);
63 glm::vec4 color{ 1.f };
64 std::string model_path =
"";
65 std::string diffuse =
"";
66 std::string specular =
"";
75 glm::vec2 plane{ 0.f };
78 bool is_active =
false;
81 float field_of_view = glm::radians(45.f);
120 glm::mat4 projection;
Definition components.hpp:30
Loads a mesh source.
Definition components.hpp:61
define a game object to have a perspective camera that can correspond to it
Definition components.hpp:73
Definition components.hpp:41
TODO: Consider either relocating where this is and how it gets handled.
Definition components.hpp:119
to indicate which entities are editor-only
Definition components.hpp:100
to tag entities to serialize through the serializer
Definition components.hpp:103