Moved Struct in InterpolationSystem.h and fixed bug.

This commit is contained in:
Jocke
2016-01-18 18:07:39 +01:00
parent 14b1d541dc
commit 3e90ed564c
2 changed files with 10 additions and 7 deletions
+2 -1
View File
@@ -16,7 +16,7 @@ void InterpolationSystem::UpdateComponent(World * world, ComponentWrapper & tran
}
glm::vec3 nextPosition = sTransform.Position;
glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
transform["Position"] = vectorInterpolation(currentPosition, nextPosition, sTransform.interpolationTime);
(glm::vec3&)transform["Position"] += vectorInterpolation(currentPosition, nextPosition, sTransform.interpolationTime);
}
}
@@ -37,6 +37,7 @@ bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
memcpy(&transform.Orientation, e.DataArray.get() + offset, sizeof(glm::vec3));
offset += sizeof(glm::vec3);
memcpy(&transform.Scale, e.DataArray.get() + offset, sizeof(glm::vec3));
transform.interpolationTime = 0.0f;
// Check if queue already exists
if (m_InterpolationPoints.find(e.Entity) != m_InterpolationPoints.end()) { // Did exist, push to queue