Turned the Transform namespace into TransformSystem so it would be able to subscribe to EntityDeleted and clean up after itself
This commit is contained in:
@@ -49,7 +49,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
||||
continue;
|
||||
}
|
||||
float u, v;
|
||||
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
|
||||
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, TransformSystem::ModelMatrix(boxB.Entity), dist, u, v);
|
||||
} else {
|
||||
hit = Collision::RayVsAABB(ray, boxB, dist);
|
||||
}
|
||||
@@ -93,7 +93,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
|
||||
continue;
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
|
||||
glm::mat4 modelMatrix = TransformSystem::ModelMatrix(boxB.Entity);
|
||||
|
||||
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
|
||||
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
||||
|
||||
Reference in New Issue
Block a user