Fixed absoute positioning, I think...
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@@ -22,6 +22,10 @@ private:
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void FillLights(World* world, RenderQueue* renderQueue);
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void FillLights(World* world, RenderQueue* renderQueue);
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glm::mat4 ModelMatrix(World* world, EntityID entity);
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glm::mat4 ModelMatrix(World* world, EntityID entity);
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glm::vec3 AbsolutePosition(World* world, EntityID entity);
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glm::quat AbsoluteOrientation(World* world, EntityID entity);
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glm::vec3 AbsoluteScale(World* world, EntityID entity);
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};
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};
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#endif
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#endif
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@@ -15,20 +15,51 @@ void RenderQueueFactory::Update(World* world)
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glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity)
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glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity)
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{
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{
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//should really return absolute model matrix based on parents position, scale and orientation
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glm::vec3 position = AbsolutePosition(world, entity);
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//GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
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glm::quat orientation = AbsoluteOrientation(world, entity);
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glm::vec3 scale = AbsoluteScale(world, entity);
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ComponentWrapper transformComponent = world->GetComponent(entity, "Transform");
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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glm::vec3 position = transformComponent["Position"];
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return modelMatrix;
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glm::vec3 scale = transformComponent["Scale"];
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}
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glm::vec3 oritentation = transformComponent["Orientation"];
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glm::vec3 RenderQueueFactory::AbsolutePosition(World* world, EntityID entity)
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{
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glm::vec3 position;
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do {
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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position += AbsoluteOrientation(world, entity) * (glm::vec3)transform["Position"];
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entity = world->GetParent(entity);
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} while (entity != 0);
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return position;
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}
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glm::quat RenderQueueFactory::AbsoluteOrientation(World* world, EntityID entity)
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{
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glm::quat orientation;
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do {
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
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entity = world->GetParent(entity);
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} while (entity != 0);
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return orientation;
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}
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glm::vec3 RenderQueueFactory::AbsoluteScale(World* world, EntityID entity)
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{
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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glm::vec3 scale = (glm::vec3)transform["Scale"];
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(glm::quat(oritentation)) * glm::scale(scale);
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EntityID parent = world->GetParent(entity);
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EntityID parent = world->GetParent(entity);
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if (parent != 0) {
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if (parent != 0) {
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return ModelMatrix(world, parent) * modelMatrix;
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return AbsoluteScale(world, parent) * scale;
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} else {
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} else {
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return modelMatrix;
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return scale;
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}
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}
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}
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}
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