Added crude absolute positioning when rendering
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+1
-1
Submodule assets updated: 5a207bbb3e...8a7ecf53f7
@@ -23,6 +23,8 @@ public:
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ComponentWrapper GetComponent(EntityID entity, std::string componentType);
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// Get all components of the specified type
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const ComponentPool* GetComponents(std::string componentType);
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// Get entity parent
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EntityID GetParent(EntityID entity);
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private:
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EntityID m_CurrentEntityID = 1;
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@@ -22,7 +22,6 @@ 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 GetAbsolutePosition(World* world, ComponentWrapper transformComponent);
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};
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#endif
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@@ -12,7 +12,7 @@
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<xs:element name="Position" type="t:Vector" minOccurs="0">
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<xs:annotation><xs:documentation>The position vector</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Orientation" type="t:Quaternion" minOccurs="0"/>
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<xs:element name="Orientation" type="t:Vector" minOccurs="0"/>
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<xs:element name="Scale" type="t:Vector" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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@@ -2,7 +2,9 @@
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<Entity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd" xmlns:c="components">
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<Components>
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<c:Transform></c:Transform>
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<c:Transform>
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<Orientation X="0" Y="0" Z="0"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/DummyScene.obj</Resource>
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</c:Model>
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@@ -37,8 +39,59 @@
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitRaptor.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="-0.2" Y="0"/>
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<Orientation X="0" Y="0" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="0.4"/>
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<Scale X="0.1" Y="0.4" Z="0.1"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitCube.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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</Components>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="0.6"/>
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<Scale X="1.7" Y="0.03" Z="0.1"/>
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<Orientation X="0" Y="0" Z="0"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitCube.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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</Components>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="0.6"/>
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<Scale X="1.7" Y="0.03" Z="0.1"/>
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<Orientation X="0" Y="1.57" Z="0"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitCube.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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</Components>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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@@ -47,6 +47,12 @@ const ComponentPool* World::GetComponents(std::string componentType)
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return (it != m_ComponentPools.end()) ? it->second : nullptr;
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}
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EntityID World::GetParent(EntityID entity)
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{
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return m_EntityParents.at(entity);
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}
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EntityID World::generateEntityID()
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{
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// TODO: Make EntityID generation smarter
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@@ -21,16 +21,15 @@ glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity)
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ComponentWrapper transformComponent = world->GetComponent(entity, "Transform");
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glm::vec3 position = transformComponent["Position"];
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glm::vec3 scale = transformComponent["Scale"];
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glm::quat oritentation = transformComponent["Orientation"];
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glm::vec3 oritentation = transformComponent["Orientation"];
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(oritentation) * glm::scale(scale);
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return modelMatrix;
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}
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glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
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{
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// positionComponent.EntityID
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return glm::vec3();
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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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if (parent != 0) {
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return ModelMatrix(world, parent) * modelMatrix;
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} else {
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return modelMatrix;
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}
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}
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void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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+1
-1
@@ -65,8 +65,8 @@ void Game::Tick()
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m_EventBroker->Swap();
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testTick(dt);
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m_RenderQueueFactory->Update(m_World);
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m_RenderQueueFactory->Update(m_World);
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m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
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m_EventBroker->Swap();
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