From 7b348379ac079ed0e58543ba7fe857203787d4c2 Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Mon, 25 Jan 2016 00:22:55 +0100 Subject: [PATCH] Quaternions are never the solution. --- resources/Schema/Entities/MovementTest.xml | 1 - src/Game/Systems/SpawnerSystem.cpp | 3 ++- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/resources/Schema/Entities/MovementTest.xml b/resources/Schema/Entities/MovementTest.xml index 199174ae..1378f623 100644 --- a/resources/Schema/Entities/MovementTest.xml +++ b/resources/Schema/Entities/MovementTest.xml @@ -146,7 +146,6 @@ - diff --git a/src/Game/Systems/SpawnerSystem.cpp b/src/Game/Systems/SpawnerSystem.cpp index 8cb5b99d..f9357113 100644 --- a/src/Game/Systems/SpawnerSystem.cpp +++ b/src/Game/Systems/SpawnerSystem.cpp @@ -50,7 +50,8 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent / // Set its position and orientation to that of the SpawnPoint spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID); - spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint.World, spawnPoint.ID)); + // TODO: Quaternions, bitch + //spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint.World, spawnPoint.ID)); return spawnedEntity; }