Transform.Scale
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@@ -9,9 +9,13 @@ namespace Components
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struct Transform : Component
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{
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Transform()
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: Scale(glm::vec3(1.f)) { }
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glm::vec3 Position;
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glm::quat Orientation;
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glm::vec3 Velocity;
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glm::vec3 Scale;
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};
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}
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@@ -87,10 +87,10 @@ void GameWorld::Initialize()
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m_Player = CreateEntity();
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transform = AddComponent<Components::Transform>(m_Player, "Transform");
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transform->Position = glm::vec3(0.f, 4.f, 0.f);
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transform->Scale = glm::vec3(2.0f);
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "ship.obj";
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auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = glm::vec3(0.f);
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bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
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ent = CreateEntity();
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@@ -285,12 +285,11 @@ void Renderer::AddTextToDraw()
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//Add to draw shit vector
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}
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void Renderer::AddModelToDraw(std::shared_ptr<Model> _model, glm::vec3 _position, glm::quat _orientation)
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void Renderer::AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale)
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{
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glm::mat4 RotationMatrix = glm::toMat4(_orientation);
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glm::mat4 ModelMatrix = glm::translate(glm::mat4(), _position) * RotationMatrix ;
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glm::mat4 ModelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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// You can now use ModelMatrix to build the MVP matrix
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ModelsToRender.push_back(new ModelData(_model, ModelMatrix));
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ModelsToRender.push_back(new ModelData(model, ModelMatrix));
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}
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void Renderer::AddPointLightToDraw(
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@@ -54,7 +54,7 @@ public:
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void Draw(double dt);
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void DrawText();
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void AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation);
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void AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale);
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void AddTextToDraw();
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void AddPointLightToDraw(
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glm::vec3 _position,
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@@ -25,7 +25,7 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
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}
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auto model = m_CachedModels[modelComponent->ModelFile];
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m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
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m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation, transformComponent->Scale);
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}
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// Debug draw bounds
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@@ -33,7 +33,8 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
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auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
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if (bounds != nullptr) {
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glm::vec3 origin = transformComponent->Position + bounds->Origin;
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m_Renderer->AddAABBToDraw(origin, bounds->VolumeVector);
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glm::vec3 volumeVector = transformComponent->Scale * bounds->VolumeVector;
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m_Renderer->AddAABBToDraw(origin, volumeVector);
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}
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#endif
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