Basic movement and camera management between players and editor

This commit is contained in:
2016-01-22 16:12:51 +01:00
parent 1e3fc1ae2d
commit ca2aab449e
24 changed files with 499 additions and 176 deletions
+5 -4
View File
@@ -119,11 +119,12 @@ void RenderSystem::Update(double dt)
{
m_EventBroker->Process<RenderSystem>();
if (m_CurrentCamera) {
ComponentWrapper cameraTransform = m_CurrentCamera["Transform"];
m_Camera->SetPosition(cameraTransform["Position"]);
m_Camera->SetOrientation(glm::quat((const glm::vec3&)cameraTransform["Orientation"]));
// Update the current camera used for rendering
if (m_CurrentCamera.Valid()) {
m_Camera->SetPosition(Transform::AbsolutePosition(m_CurrentCamera));
m_Camera->SetOrientation(Transform::AbsoluteOrientation(m_CurrentCamera));
}
//Only supports opaque geometry atm
RenderScene scene;