Fixed absolute positions once and for all (maybe?)
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@@ -13,8 +13,12 @@ public:
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RenderQueueFactory();
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void Update(World* world);
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RenderQueueCollection RenderQueues() const { return m_RenderQueues; }
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static glm::vec3 AbsolutePosition(World* world, EntityID entity);
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static glm::quat AbsoluteOrientation(World* world, EntityID entity);
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static glm::vec3 AbsoluteScale(World* world, EntityID entity);
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private:
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RenderQueueCollection m_RenderQueues;
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@@ -22,10 +26,6 @@ private:
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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::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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#endif
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@@ -23,15 +23,19 @@ glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity)
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return modelMatrix;
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}
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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 += (glm::vec3)transform["Position"];
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entity = world->GetParent(entity);
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EntityID parent = world->GetParent(entity);
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if (parent != 0) {
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position += AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"];
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} else {
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position += (glm::vec3)transform["Position"];
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}
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entity = parent;
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} while (entity != 0);
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return position;
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@@ -52,15 +56,15 @@ glm::quat RenderQueueFactory::AbsoluteOrientation(World* world, EntityID entity)
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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::vec3 scale(1.f);
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EntityID parent = world->GetParent(entity);
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if (parent != 0) {
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return AbsoluteScale(world, parent) * scale;
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} else {
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return scale;
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}
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do {
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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scale *= (glm::vec3)transform["Scale"];
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entity = world->GetParent(entity);
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} while (entity != 0);
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return scale;
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}
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void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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