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#ifndef HYDRAECSLIGHTCOMPONENT
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#define HYDRAECSLIGHTCOMPONENT
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#include "../../engine/HydraEngine.h"
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struct HydraLightComponent
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{
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glm::vec4 light_colour;
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float light_intensity;
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HydraID entity_id;
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uint32_t light_type;
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float padding[1];
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};
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#endif /* HYDRAECSLIGHTCOMPONENT */
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#ifndef HYDRAECSMATERIALCOMPONENT
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#define HYDRAECSMATERIALCOMPONENT
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#include "../../engine/HydraEngine.h"
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struct HydraMaterialComponent
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{
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HydraID material_id = INVALID_HYDRA_ID;
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};
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#endif /* HYDRAECSMATERIALCOMPONENT */
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#ifndef HYDRAECSMESHCOMPONENT
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#define HYDRAECSMESHCOMPONENT
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#include "../../engine/HydraObject.h"
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struct HydraMeshComponent
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{
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HydraID mesh_id = INVALID_HYDRA_ID;
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HydraID vertex_buffer_id = INVALID_HYDRA_ID;
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HYDRA_STATE mesh_state = HYDRA_STATE::Empty;
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};
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#endif /* HYDRAECSMESHCOMPONENT */
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@@ -0,0 +1,18 @@
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#ifndef HYDRAECSPHYSICSCOMPONENT
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#define HYDRAECSPHYSICSCOMPONENT
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#include "../engine/HydraEngine.h"
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//#include "../physics/HydraPhysicsDefinition.h"
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struct HydraPhysicsComponent
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{
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//
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HYDRA_STATE physics_state = HYDRA_STATE::Empty;
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// HydraPhysicsDefinitionStruct physics_definition;
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};
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#endif /* HYDRAECSPHYSICSCOMPONENT */
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#ifndef HYDRAECSPOSITIONCOMPONENT
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#define HYDRAECSPOSITIONCOMPONENT
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struct HydraPositionComponent
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{
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glm::dvec3 position = {};
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glm::vec3 orientation = {};
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glm::vec3 scale = {1,1,1};
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glm::vec3 velocity = {};
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glm::mat4 transform = glm::mat4(1);
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glm::mat4 parent_transform = glm::mat4(1);
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bool needs_update = true;
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};
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#endif /* HYDRAECSPOSITIONCOMPONENT */
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@@ -0,0 +1,10 @@
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#ifndef HYDRAECSRENDERABLECOMPONENT
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#define HYDRAECSRENDERABLECOMPONENT
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#include "../../engine/HydraEngine.h"
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struct HydraRenderableComponent
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{
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HydraSignature renderable_types;
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};
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#endif /* HYDRAECSRENDERABLECOMPONENT */
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@@ -0,0 +1,18 @@
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#ifndef HYDRAECSSHADOWCOMPONENT
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#define HYDRAECSSHADOWCOMPONENT
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//#include "../helper/VulkanHelper.h"
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//#include "../buffer/HydraShadowMapTransform.h"
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struct HydrahadowComponent
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{
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// HydraID shadow_map_id; //4
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// HydraID shadow_map_index; //8
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// float padding0; //12
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// float padding1; //16
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// HydraShadowMapTransform shadow_transforms[6]; //880 (144*6)
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// float padding[20]; //960
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};
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#endif /* HYDRAECSSHADOWCOMPONENT */
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#ifndef HYDRATEXTURECOMPONENT
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#define HYDRATEXTURECOMPONENT
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#include "../engine/HydraEngine.h"
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struct HydraTextureComponent
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{
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HydraID diffuse_texture_id = INVALID_HYDRA_ID;
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};
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#endif /* HYDRATEXTURECOMPONENT */
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