Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/GameWorld.cpp Escape-the-Dawn/Systems/PlayerSystem.cpp
This commit is contained in:
@@ -9,9 +9,13 @@ namespace Components
|
|||||||
|
|
||||||
struct Transform : Component
|
struct Transform : Component
|
||||||
{
|
{
|
||||||
|
Transform()
|
||||||
|
: Scale(glm::vec3(1.f)) { }
|
||||||
|
|
||||||
glm::vec3 Position;
|
glm::vec3 Position;
|
||||||
glm::quat Orientation;
|
glm::quat Orientation;
|
||||||
glm::vec3 Velocity;
|
glm::vec3 Velocity;
|
||||||
|
glm::vec3 Scale;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -85,12 +85,14 @@ void GameWorld::Initialize()
|
|||||||
|
|
||||||
// Player
|
// Player
|
||||||
m_Player = CreateEntity();
|
m_Player = CreateEntity();
|
||||||
|
SetProperty(m_Player, "Name", std::string("PlayerShip"));
|
||||||
transform = AddComponent<Components::Transform>(m_Player, "Transform");
|
transform = AddComponent<Components::Transform>(m_Player, "Transform");
|
||||||
transform->Position = glm::vec3(0.f, 4.f, 0.f);
|
transform->Position = glm::vec3(0.f, 4.f, 0.f);
|
||||||
|
transform->Scale = glm::vec3(2.0f);
|
||||||
model = AddComponent<Components::Model>(m_Player, "Model");
|
model = AddComponent<Components::Model>(m_Player, "Model");
|
||||||
model->ModelFile = "Models/ship.obj";
|
model->ModelFile = "Models/ship.obj";
|
||||||
|
AddComponent<Components::Input>(m_Player, "Input");
|
||||||
auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
|
auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
|
||||||
bounds->Origin = glm::vec3(0.f);
|
|
||||||
bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
|
bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
|
||||||
|
|
||||||
ent = CreateEntity();
|
ent = CreateEntity();
|
||||||
@@ -103,9 +105,6 @@ void GameWorld::Initialize()
|
|||||||
void GameWorld::Update(double dt)
|
void GameWorld::Update(double dt)
|
||||||
{
|
{
|
||||||
World::Update(dt);
|
World::Update(dt);
|
||||||
|
|
||||||
auto transform = GetComponent<Components::Transform>(m_Player, "Transform");
|
|
||||||
transform->Orientation = transform->Orientation * glm::angleAxis<float>(dt, glm::vec3(0, 0, 1));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameWorld::RegisterComponents()
|
void GameWorld::RegisterComponents()
|
||||||
|
|||||||
@@ -1,146 +0,0 @@
|
|||||||
#include "GameWorld.h"
|
|
||||||
|
|
||||||
|
|
||||||
void GameWorld::Initialize()
|
|
||||||
{
|
|
||||||
World::Initialize();
|
|
||||||
|
|
||||||
AddSystem("LevelGenerationSystem");
|
|
||||||
AddSystem("InputSystem");
|
|
||||||
//AddSystem("CollisionSystem");
|
|
||||||
//AddSystem("ParticleSystem");
|
|
||||||
AddSystem("PlayerSystem");
|
|
||||||
AddSystem("SoundSystem");
|
|
||||||
AddSystem("RenderSystem");
|
|
||||||
|
|
||||||
std::shared_ptr<Components::Transform> transform;
|
|
||||||
std::shared_ptr<Components::Model> model;
|
|
||||||
std::shared_ptr<Components::PointLight> pointLight;
|
|
||||||
std::shared_ptr<Components::Camera> camera;
|
|
||||||
EntityID ent;
|
|
||||||
|
|
||||||
// Camera
|
|
||||||
ent = CreateEntity();
|
|
||||||
SetProperty(ent, "Name", std::string("Camera"));
|
|
||||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
|
||||||
AddComponent<Components::Input>(ent, "Input");
|
|
||||||
transform->Position = glm::vec3(0.f, 2.f, 10.f);
|
|
||||||
camera = AddComponent<Components::Camera>(ent, "Camera");
|
|
||||||
camera->FOV = 45.f;
|
|
||||||
camera->FarClip = 1000.f;
|
|
||||||
camera->NearClip = 0.01f;
|
|
||||||
transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
|
|
||||||
|
|
||||||
// Fucking lights
|
|
||||||
ent = CreateEntity();
|
|
||||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
|
||||||
transform->Position = glm::vec3(0.f, 4.f, 0.f);
|
|
||||||
transform->Position = glm::vec3(10.f, 2.f, 5.f);
|
|
||||||
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
|
|
||||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
|
|
||||||
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
|
|
||||||
pointLight->Diffuse = glm::vec3(1.0, 1.0, 5.0);
|
|
||||||
pointLight->constantAttenuation = 0.f;
|
|
||||||
pointLight->linearAttenuation = 1.f;
|
|
||||||
pointLight->quadraticAttenuation = 0.f;
|
|
||||||
pointLight->spotExponent = 0.0f;
|
|
||||||
model = AddComponent<Components::Model>(ent, "Model");
|
|
||||||
model->ModelFile = "Models/sphere.obj";
|
|
||||||
ent = CreateEntity();
|
|
||||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
|
||||||
transform->Position = glm::vec3(10.f, 4.f, 0.f);
|
|
||||||
transform->Position = glm::vec3(0.f, 2.f, 5.f);
|
|
||||||
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
|
|
||||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
|
|
||||||
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
|
|
||||||
pointLight->Specular = glm::vec3(3.0, 3.0, 3.0);
|
|
||||||
pointLight->Diffuse = glm::vec3(3.0, 0.0, 0.0);
|
|
||||||
pointLight->constantAttenuation = 0.f;
|
|
||||||
pointLight->linearAttenuation = 1.f;
|
|
||||||
pointLight->quadraticAttenuation = 0.f;
|
|
||||||
pointLight->spotExponent = 0.0f;
|
|
||||||
model = AddComponent<Components::Model>(ent, "Model");
|
|
||||||
model->ModelFile = "Models/sphere.obj";
|
|
||||||
ent = CreateEntity();
|
|
||||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
|
||||||
transform->Position = glm::vec3(0.f, -4.f, 0.f);
|
|
||||||
transform->Position = glm::vec3(-10.f, 2.f, 5.f);
|
|
||||||
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
|
|
||||||
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
|
|
||||||
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
|
|
||||||
pointLight->Diffuse = glm::vec3(0.0, 3.0, 0.0);
|
|
||||||
pointLight->constantAttenuation = 0.f;
|
|
||||||
pointLight->linearAttenuation = 1.f;
|
|
||||||
pointLight->quadraticAttenuation = 0.f;
|
|
||||||
pointLight->spotExponent = 0.0f;
|
|
||||||
model = AddComponent<Components::Model>(ent, "Model");
|
|
||||||
model->ModelFile = "Models/sphere.obj";
|
|
||||||
|
|
||||||
//ground
|
|
||||||
ent = CreateEntity();
|
|
||||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
|
||||||
transform->Position = glm::vec3(0.f, 0.f, 0.f);
|
|
||||||
model = AddComponent<Components::Model>(ent, "Model");
|
|
||||||
model->ModelFile = "Models/plane.obj";
|
|
||||||
|
|
||||||
// Player
|
|
||||||
<<<<<<< HEAD
|
|
||||||
ent = CreateEntity();
|
|
||||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
|
||||||
transform->Position = glm::vec3(0.f, 0.f, 0.f);
|
|
||||||
model = AddComponent<Components::Model>(ent, "Model");
|
|
||||||
model->ModelFile = "Models/ship.obj";
|
|
||||||
=======
|
|
||||||
m_Player = CreateEntity();
|
|
||||||
transform = AddComponent<Components::Transform>(m_Player, "Transform");
|
|
||||||
transform->Position = glm::vec3(0.f, 4.f, 0.f);
|
|
||||||
model = AddComponent<Components::Model>(m_Player, "Model");
|
|
||||||
model->ModelFile = "ship.obj";
|
|
||||||
auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
|
|
||||||
bounds->Origin = glm::vec3(0.f);
|
|
||||||
bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
|
|
||||||
>>>>>>> 21b2e3bdc15ac8b21f027a7f531574f46187ae80
|
|
||||||
|
|
||||||
ent = CreateEntity();
|
|
||||||
transform = AddComponent<Components::Transform>(ent, "Transform");
|
|
||||||
transform->Position = glm::vec3(10.f, 4.f, 0.f);
|
|
||||||
model = AddComponent<Components::Model>(ent, "Model");
|
|
||||||
model->ModelFile = "Models/ship.obj";
|
|
||||||
}
|
|
||||||
|
|
||||||
void GameWorld::Update(double dt)
|
|
||||||
{
|
|
||||||
World::Update(dt);
|
|
||||||
|
|
||||||
auto transform = GetComponent<Components::Transform>(m_Player, "Transform");
|
|
||||||
transform->Orientation = transform->Orientation * glm::angleAxis<float>(dt, glm::vec3(0, 0, 1));
|
|
||||||
}
|
|
||||||
|
|
||||||
void GameWorld::RegisterComponents()
|
|
||||||
{
|
|
||||||
m_ComponentFactory.Register("Bounds", []() { return new Components::Bounds(); });
|
|
||||||
m_ComponentFactory.Register("Camera", []() { return new Components::Camera(); });
|
|
||||||
m_ComponentFactory.Register("Collision", []() { return new Components::Collision(); });
|
|
||||||
m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
|
|
||||||
m_ComponentFactory.Register("Input", []() { return new Components::Input(); });
|
|
||||||
m_ComponentFactory.Register("Model", []() { return new Components::Model(); });
|
|
||||||
m_ComponentFactory.Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
|
|
||||||
m_ComponentFactory.Register("PointLight", []() { return new Components::PointLight(); });
|
|
||||||
m_ComponentFactory.Register("PowerUp", []() { return new Components::PowerUp(); });
|
|
||||||
m_ComponentFactory.Register("SoundEmitter", []() { return new Components::SoundEmitter(); });
|
|
||||||
m_ComponentFactory.Register("Sprite", []() { return new Components::Sprite(); });
|
|
||||||
m_ComponentFactory.Register("Stat", []() { return new Components::Stat(); });
|
|
||||||
m_ComponentFactory.Register("Template", []() { return new Components::Template(); });
|
|
||||||
m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
|
|
||||||
}
|
|
||||||
|
|
||||||
void GameWorld::RegisterSystems()
|
|
||||||
{
|
|
||||||
m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
|
|
||||||
m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
|
|
||||||
//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
|
|
||||||
//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
|
|
||||||
m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
|
|
||||||
m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
|
|
||||||
m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
|
|
||||||
}
|
|
||||||
@@ -285,12 +285,11 @@ void Renderer::AddTextToDraw()
|
|||||||
//Add to draw shit vector
|
//Add to draw shit vector
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::AddModelToDraw(std::shared_ptr<Model> _model, glm::vec3 _position, glm::quat _orientation)
|
void Renderer::AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale)
|
||||||
{
|
{
|
||||||
glm::mat4 RotationMatrix = glm::toMat4(_orientation);
|
glm::mat4 ModelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
|
||||||
glm::mat4 ModelMatrix = glm::translate(glm::mat4(), _position) * RotationMatrix ;
|
|
||||||
// You can now use ModelMatrix to build the MVP matrix
|
// You can now use ModelMatrix to build the MVP matrix
|
||||||
ModelsToRender.push_back(new ModelData(_model, ModelMatrix));
|
ModelsToRender.push_back(new ModelData(model, ModelMatrix));
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::AddPointLightToDraw(
|
void Renderer::AddPointLightToDraw(
|
||||||
|
|||||||
@@ -54,7 +54,7 @@ public:
|
|||||||
void Draw(double dt);
|
void Draw(double dt);
|
||||||
void DrawText();
|
void DrawText();
|
||||||
|
|
||||||
void AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation);
|
void AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale);
|
||||||
void AddTextToDraw();
|
void AddTextToDraw();
|
||||||
void AddPointLightToDraw(
|
void AddPointLightToDraw(
|
||||||
glm::vec3 _position,
|
glm::vec3 _position,
|
||||||
|
|||||||
@@ -1,11 +1,12 @@
|
|||||||
#include "PlayerSystem.h"
|
#include "PlayerSystem.h"
|
||||||
#include "World.h"
|
#include "World.h"
|
||||||
|
|
||||||
|
Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
void Systems::PlayerSystem::Update(double dt)
|
void Systems::PlayerSystem::Update(double dt)
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||||
@@ -17,23 +18,25 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
|||||||
if (input == nullptr)
|
if (input == nullptr)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
float speed = 10.0f;
|
||||||
|
|
||||||
auto name = m_World->GetProperty<std::string>(entity, "Name");
|
auto name = m_World->GetProperty<std::string>(entity, "Name");
|
||||||
if (name == "Camera") {
|
if (name == "Camera") {
|
||||||
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
|
|
||||||
glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
|
glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
|
||||||
glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
|
glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
|
||||||
|
|
||||||
float speed = 15.0f;
|
float speed = 15.0f;
|
||||||
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
|
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
|
||||||
speed *= 2.0f;
|
speed *= 4.0f;
|
||||||
}
|
}
|
||||||
if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
|
if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
|
||||||
speed /= 2.0f;
|
speed /= 4.0f;
|
||||||
}
|
}
|
||||||
if(input->KeyState[GLFW_KEY_A]) {
|
if(input->KeyState[GLFW_KEY_A] || input->KeyState[GLFW_KEY_LEFT]) {
|
||||||
transform->Position -= Camera_Right * (float)dt * speed;
|
transform->Position -= Camera_Right * (float)dt * speed;
|
||||||
}
|
}
|
||||||
if(input->KeyState[GLFW_KEY_D]) {
|
if(input->KeyState[GLFW_KEY_D] || input->KeyState[GLFW_KEY_RIGHT]) {
|
||||||
transform->Position += Camera_Right * (float)dt * speed;
|
transform->Position += Camera_Right * (float)dt * speed;
|
||||||
}
|
}
|
||||||
if(input->KeyState[GLFW_KEY_W]) {
|
if(input->KeyState[GLFW_KEY_W]) {
|
||||||
@@ -48,7 +51,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
|||||||
if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
|
if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
|
||||||
transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
|
transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
|
||||||
}
|
}
|
||||||
|
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
|
||||||
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||||
//---------------------------------------------------------------------
|
//---------------------------------------------------------------------
|
||||||
transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
|
transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
|
||||||
@@ -57,6 +60,43 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
|||||||
//---------------------------------------------------------------------
|
//---------------------------------------------------------------------
|
||||||
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
name = m_World->GetProperty<std::string>(entity, "Name");
|
||||||
|
if (name == "PlayerShip")
|
||||||
|
{
|
||||||
|
glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
|
||||||
|
glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
|
||||||
|
|
||||||
|
float TurnSpeed = 2.0f;
|
||||||
|
glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
|
||||||
|
LOG_DEBUG("Euler: %f", Euler.z);
|
||||||
|
|
||||||
|
if(input->KeyState[GLFW_KEY_LEFT]) {
|
||||||
|
transform->Position -= Ship_Right * (float)dt * speed;
|
||||||
|
|
||||||
|
if(Euler.z < 25.f)
|
||||||
|
{
|
||||||
|
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,1));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if(input->KeyState[GLFW_KEY_RIGHT]) {
|
||||||
|
transform->Position += Ship_Right * (float)dt * speed;
|
||||||
|
|
||||||
|
if(Euler.z > -25.f)
|
||||||
|
{
|
||||||
|
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,-1));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if(Euler.z < 0.5f && Euler.z > -0.5f)
|
||||||
|
transform->Orientation = glm::angleAxis<float>(0,glm::vec3(0,0,1));
|
||||||
|
else if(Euler.z < 0.f)
|
||||||
|
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,1));
|
||||||
|
else if(Euler.z > 0.f)
|
||||||
|
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,-1));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -14,8 +14,7 @@ namespace Systems
|
|||||||
class PlayerSystem : public System
|
class PlayerSystem : public System
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
PlayerSystem(World* world)
|
PlayerSystem(World* world);
|
||||||
: System(world) { }
|
|
||||||
|
|
||||||
void Update(double dt) override;
|
void Update(double dt) override;
|
||||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||||
|
|||||||
@@ -25,7 +25,7 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
|||||||
}
|
}
|
||||||
|
|
||||||
auto model = m_CachedModels[modelComponent->ModelFile];
|
auto model = m_CachedModels[modelComponent->ModelFile];
|
||||||
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
|
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation, transformComponent->Scale);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Debug draw bounds
|
// Debug draw bounds
|
||||||
@@ -33,7 +33,8 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
|
|||||||
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
|
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
|
||||||
if (bounds != nullptr) {
|
if (bounds != nullptr) {
|
||||||
glm::vec3 origin = transformComponent->Position + bounds->Origin;
|
glm::vec3 origin = transformComponent->Position + bounds->Origin;
|
||||||
m_Renderer->AddAABBToDraw(origin, bounds->VolumeVector);
|
glm::vec3 volumeVector = transformComponent->Scale * bounds->VolumeVector;
|
||||||
|
m_Renderer->AddAABBToDraw(origin, volumeVector);
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user