fixup! Fixed relative transform rotations (For real this time?)

This commit is contained in:
ViktorLjung
2014-05-12 22:24:53 +02:00
parent ddc41b88a7
commit 92e9fd1049
+3 -3
View File
@@ -24,10 +24,10 @@ glm::vec3 Systems::TransformSystem::AbsolutePosition(EntityID entity)
//absPosition += transform->Position;
entity = m_World->GetEntityParent(entity);
auto transform2 = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (entity != 0)
absPosition += transform2->Orientation * transform->Position;
else
if (entity == 0)
absPosition += transform->Position;
else
absPosition = transform2->Orientation * (absPosition + transform->Position);
} while (entity != 0);
return absPosition * accumulativeOrientation;