/* * Copyright (C) 2020 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "game/entity-commands.hpp" #include "game/components/model-component.hpp" #include "game/components/transform-component.hpp" #include "game/components/copy-transform-component.hpp" namespace ec { using namespace ecs; void move_to(entt::registry& registry, entt::entity eid, const float3& position) { if (registry.has(eid)) { transform_component& transform = registry.get(eid); transform.transform.translation = position; } } void warp_to(entt::registry& registry, entt::entity eid, const float3& position) { if (registry.has(eid)) { transform_component& transform = registry.get(eid); transform.warp = true; } } void set_transform(entt::registry& registry, entt::entity eid, const math::transform& transform, bool warp) { if (registry.has(eid)) { transform_component& component = registry.get(eid); component.transform = transform; component.warp = warp; } } void assign_render_layers(entt::registry& registry, entt::entity eid, unsigned int layers) { if (registry.has(eid)) { model_component model = registry.get(eid); model.layers = layers; registry.replace(eid, model); } } void bind_transform(entt::registry& registry, entt::entity source_eid, entt::entity target_eid) { copy_transform_component copy_transform = {target_eid}; registry.assign_or_replace(source_eid, copy_transform); } } // namespace ec