Added Transform.h that holds all the AbsoluteTransformation functions. Camera now working better with scenes. Changed Modeljob Matrix to only hold the model matrix instad of all matrix info
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#ifndef Transform_h__
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#define Transform_h__
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#include "../GLM.h"
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#include "World.h"
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static class Transform
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{
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public:
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static glm::vec3 AbsolutePosition(World* world, EntityID entity)
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{
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glm::vec3 position;
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while (entity != EntityID_Invalid) {
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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EntityID parent = world->GetParent(entity);
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position += AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"];
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entity = parent;
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}
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return position;
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};
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static glm::quat AbsoluteOrientation(World* world, EntityID entity)
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{
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glm::quat orientation;
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while (entity != EntityID_Invalid) {
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
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entity = world->GetParent(entity);
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}
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return orientation;
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};
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static glm::vec3 AbsoluteScale(World* world, EntityID entity)
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{
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glm::vec3 scale(1.f);
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while (entity != EntityID_Invalid) {
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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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}
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return scale;
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};
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static glm::mat4 ModelMatrix(EntityID entity, World* world)
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{
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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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glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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return modelMatrix;
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}
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};
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#endif
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