Fixed camera view matrix.
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-1
@@ -77,7 +77,7 @@ void Camera::UpdateProjectionMatrix()
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void Camera::UpdateViewMatrix()
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void Camera::UpdateViewMatrix()
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{
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{
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m_ViewMatrix = glm::translate(glm::toMat4(m_Orientation), -m_Position);
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m_ViewMatrix = glm::toMat4(glm::inverse(m_Orientation)) * glm::translate(-m_Position);
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}
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}
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void Camera::FOV(float val)
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void Camera::FOV(float val)
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@@ -49,8 +49,8 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
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auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
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if (cameraComponent != nullptr)
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if (cameraComponent != nullptr)
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{
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{
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m_Renderer->GetCamera()->Position(transformComponent->Position);
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m_Renderer->GetCamera()->Position(m_TransformSystem->AbsolutePosition(entity));
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m_Renderer->GetCamera()->Orientation(transformComponent->Orientation);
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m_Renderer->GetCamera()->Orientation(m_TransformSystem->AbsoluteOrientation(entity));
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m_Renderer->GetCamera()->FOV(cameraComponent->FOV);
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m_Renderer->GetCamera()->FOV(cameraComponent->FOV);
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m_Renderer->GetCamera()->NearClip(cameraComponent->NearClip);
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m_Renderer->GetCamera()->NearClip(cameraComponent->NearClip);
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