Disable old ent code
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "entity/entitybase.h"
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#define ENTITY_POSITION_CHILDREN_MAX 8
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typedef struct {
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mat4 localTransform;
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mat4 worldTransform;
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vec3 position;
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vec3 rotation;
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vec3 scale;
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bool dirty;
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entityid_t parentEntityId;
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componentid_t parentComponentId;
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uint8_t childCount;
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entityid_t childEntityIds[ENTITY_POSITION_CHILDREN_MAX];
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componentid_t childComponentIds[ENTITY_POSITION_CHILDREN_MAX];
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} entityposition_t;
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/**
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* Initialize the entity position component.
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*/
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void entityPositionInit(
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const entityid_t entityId,
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const componentid_t componentId
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);
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/**
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* Transforms the entity's local transform to look at a target point.
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*
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* @param entityId The entity ID.
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* @param componentId The component ID.
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* @param target The target point to look at.
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* @param up The up vector.
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* @param eye The eye/camera position.
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*/
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void entityPositionLookAt(
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const entityid_t entityId,
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const componentid_t componentId,
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vec3 target,
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vec3 up,
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vec3 eye
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);
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/**
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* Gets the world-space transform matrix, recomputing it lazily if dirty.
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*
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* @param entityId The entity ID.
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* @param componentId The component ID.
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* @param dest Destination matrix.
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*/
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void entityPositionGetTransform(
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const entityid_t entityId,
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const componentid_t componentId,
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mat4 dest
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);
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/**
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* Gets the local transform matrix (does not include parent transforms).
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*
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* @param entityId The entity ID.
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* @param componentId The component ID.
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* @param dest Destination matrix.
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*/
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void entityPositionGetLocalTransform(
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const entityid_t entityId,
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const componentid_t componentId,
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mat4 dest
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);
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/**
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* Gets the cached local position.
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*/
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void entityPositionGetPosition(
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const entityid_t entityId,
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const componentid_t componentId,
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vec3 dest
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);
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/**
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* Sets the local position and marks the world transform dirty.
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*/
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void entityPositionSetPosition(
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const entityid_t entityId,
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const componentid_t componentId,
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vec3 position
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);
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/**
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* Gets the cached local euler rotation (XYZ, radians).
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*/
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void entityPositionGetRotation(
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const entityid_t entityId,
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const componentid_t componentId,
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vec3 dest
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);
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/**
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* Sets the local euler rotation (XYZ, radians) and marks the world transform dirty.
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*/
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void entityPositionSetRotation(
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const entityid_t entityId,
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const componentid_t componentId,
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vec3 rotation
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);
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/**
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* Gets the cached local scale.
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*/
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void entityPositionGetScale(
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const entityid_t entityId,
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const componentid_t componentId,
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vec3 dest
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);
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/**
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* Sets the local scale and marks the world transform dirty.
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*/
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void entityPositionSetScale(
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const entityid_t entityId,
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const componentid_t componentId,
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vec3 scale
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);
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/**
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* Sets the parent of this entity's position component.
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* Pass ENTITY_ID_INVALID / COMPONENT_ID_INVALID to detach from any parent.
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*
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* @param entityId The child entity ID.
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* @param componentId The child component ID.
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* @param parentEntityId The parent entity ID.
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* @param parentComponentId The parent component ID.
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*/
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void entityPositionSetParent(
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const entityid_t entityId,
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const componentid_t componentId,
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const entityid_t parentEntityId,
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const componentid_t parentComponentId
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);
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/**
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* Returns a direct pointer to the entity position component data.
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* After modifying localTransform directly, call entityPositionMarkDirty().
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*/
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entityposition_t *entityPositionGet(
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const entityid_t entityId,
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const componentid_t componentId
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);
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/**
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* Rebuilds the local transform matrix from the cached position/rotation/scale,
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* then marks this node and all descendants dirty.
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*/
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void entityPositionRebuild(entityposition_t *pos);
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/**
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* Marks this node and all descendants as having a stale world transform.
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*/
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void entityPositionMarkDirty(entityposition_t *pos);
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/**
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* Disposes this entity and all of its position-component descendants
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* recursively. Detaches from any parent before destroying.
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*
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* @param entityId The root entity ID.
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* @param componentId The root position component ID.
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*/
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void entityPositionDisposeDeep(
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const entityid_t entityId,
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const componentid_t componentId
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);
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/**
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* Decomposes the local transform matrix back into the position, rotation
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* (XYZ euler, radians), and scale cache fields.
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*/
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void entityPositionDecompose(entityposition_t *pos);
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