Camera Switch event now working, Camera models Rotation still bugged
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@@ -8,6 +8,8 @@
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#include "../Core/ResourceManager.h"
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#include "ESetCamera.h"
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#include "Model.h"
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#include "../Core/EKeyDown.h"
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#include "../Input/EInputCommand.h"
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class RenderSystem : public ImpureSystem
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{
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@@ -20,14 +22,29 @@ public:
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static glm::quat AbsoluteOrientation(World* world, EntityID entity);
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static glm::vec3 AbsoluteScale(World* world, EntityID entity);
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private:
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RenderQueueCollection* m_RenderQueues;
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bool m_SwitchCamera = false;
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EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera &event);
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EntityID m_CurrentCamera = -1;
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void SwitchCamera(EntityID entity);
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void Initialize();
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void UpdateViewMatrix(ComponentWrapper& cameraTransform);
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void UpdateProjectionMatrix(ComponentWrapper& cameraComponent);
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glm::mat4 m_ViewMatrix;
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glm::mat4 m_ProjectionMatrix;
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glm::mat4 ModelMatrix(World* world, EntityID entity);
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void FillModels(World* world, RenderQueue* renderQueue);
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EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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};
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#endif
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