Merge branch 'master' into BoxModelCollision
# Conflicts: # include/Engine/Core/Octree.h # resources/Schema/Entities/CollisionTestLevel.xml # src/Engine/Collision/CollisionSystem.cpp # src/Engine/Core/Octree.cpp
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@@ -1,5 +1,22 @@
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#include "Core/Transform.h"
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glm::mat4 Transform::AbsoluteTransformation(EntityWrapper entity)
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{
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glm::mat4 t = glm::mat4(1.f);
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while (entity.Valid()) {
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t = glm::translate((glm::vec3&)entity["Transform"]["Position"]) * glm::toMat4(glm::quat((glm::vec3&)entity["Transform"]["Orientation"])) * glm::scale((glm::vec3&)entity["Transform"]["Scale"]) * t;
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entity = entity.Parent();
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}
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return t;
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}
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glm::vec3 Transform::AbsolutePosition(EntityWrapper entity)
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{
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return AbsolutePosition(entity.World, entity.ID);
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}
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glm::vec3 Transform::AbsolutePosition(World* world, EntityID entity)
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{
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glm::vec3 position;
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@@ -14,6 +31,24 @@ glm::vec3 Transform::AbsolutePosition(World* world, EntityID entity)
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return position;
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}
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glm::vec3 Transform::AbsoluteOrientationEuler(EntityWrapper entity)
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{
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glm::vec3 orientation;
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while (entity.Valid()) {
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ComponentWrapper transform = entity["Transform"];
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orientation += (glm::vec3)transform["Orientation"];
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entity = entity.Parent();
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}
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return orientation;
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}
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glm::quat Transform::AbsoluteOrientation(EntityWrapper entity)
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{
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return AbsoluteOrientation(entity.World, entity.ID);
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}
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glm::quat Transform::AbsoluteOrientation(World* world, EntityID entity)
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{
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glm::quat orientation;
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@@ -27,6 +62,11 @@ glm::quat Transform::AbsoluteOrientation(World* world, EntityID entity)
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return orientation;
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}
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glm::vec3 Transform::AbsoluteScale(EntityWrapper entity)
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{
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return AbsoluteScale(entity.World, entity.ID);
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}
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glm::vec3 Transform::AbsoluteScale(World* world, EntityID entity)
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{
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glm::vec3 scale(1.f);
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@@ -40,8 +80,15 @@ glm::vec3 Transform::AbsoluteScale(World* world, EntityID entity)
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return scale;
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}
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glm::mat4 Transform::ModelMatrix(EntityWrapper entity)
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{
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return ModelMatrix(entity.ID, entity.World);
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}
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glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
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{
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return AbsoluteTransformation(EntityWrapper(world, entity));
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glm::vec3 position = Transform::AbsolutePosition(world, entity);
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glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
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glm::vec3 scale = Transform::AbsoluteScale(world, entity);
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