Reset RenderQueueFactory.cpp to original state

This commit is contained in:
stiffly
2015-12-17 14:36:36 +01:00
parent 51a2da9cc0
commit 000adb198f
+6 -10
View File
@@ -46,11 +46,9 @@ glm::quat RenderQueueFactory::AbsoluteOrientation(World* world, EntityID entity)
glm::quat orientation;
do {
if (world->HasComponent(entity, "Transform")) {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
entity = world->GetParent(entity);
}
ComponentWrapper transform = world->GetComponent(entity, "Transform");
orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
entity = world->GetParent(entity);
} while (entity != 0);
return orientation;
@@ -61,11 +59,9 @@ glm::vec3 RenderQueueFactory::AbsoluteScale(World* world, EntityID entity)
glm::vec3 scale(1.f);
do {
if (world->HasComponent(entity, "Transform")) {
ComponentWrapper transform = world->GetComponent(entity, "Transform");
scale *= (glm::vec3)transform["Scale"];
entity = world->GetParent(entity);
}
ComponentWrapper transform = world->GetComponent(entity, "Transform");
scale *= (glm::vec3)transform["Scale"];
entity = world->GetParent(entity);
} while (entity != 0);
return scale;