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https://github.com/antopilo/Nuake.git
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PR Fixes
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@@ -259,7 +259,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene)
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flatShader->SetUniformVec4("u_Color", Vector4(0.0f, 1.0f, 0.4f, 1.0f));
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const auto scaledTransform = glm::scale(transformComponent.GetGlobalTransform(), Vector3(0.25f, 0.25f, 0.25f));
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//renderList.AddToRenderList(_gizmos["player"]->GetMeshes()[0], scaledTransform);
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renderList.AddToRenderList(_gizmos["player"]->GetMeshes()[0], scaledTransform);
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renderList.Flush(flatShader, true);
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}
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@@ -372,6 +372,7 @@ namespace Nuake {
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{
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Ref<EditorCamera> editorCam = Engine::GetCurrentScene()->m_EditorCamera;
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Vector3 camDirection = entity.GetComponent<CameraComponent>().CameraInstance->GetDirection();
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camDirection.z *= -1.0f;
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editorCam->SetTransform(glm::inverse(entity.GetComponent<TransformComponent>().GetGlobalTransform()));
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}
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ImGui::Separator();
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@@ -65,7 +65,6 @@ Quat Nuake::QuatFromEuler(float x, float y, float z)
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Vector3 Nuake::QuatToDirection(const Quat& quat)
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{
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return glm::normalize(quat * Vector3(0, 0, -1));
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//return glm::normalize(glm::rotate(glm::inverse(quat), glm::vec3(-1.0, 0.0, 0.0)));
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}
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void Nuake::Decompose(const Matrix4& m, Vector3& pos, Quat& rot, Vector3& scale)
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@@ -45,30 +45,15 @@ namespace Nuake
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void Camera::SetDirection(Vector3 direction)
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{
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//cam->cameraDirection.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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//cam->cameraDirection.y = sin(glm::radians(Pitch));
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//cam->cameraDirection.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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//cam->cameraFront = glm::normalize(cam->cameraDirection);
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//cam->cameraRight = glm::normalize(glm::cross(cam->up, cam->cameraFront));
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Direction = glm::normalize(direction);
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Right = glm::normalize(glm::cross(Vector3(0, 1, 0), Direction));
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m_View = lookAt(Translation, Translation + glm::normalize(Direction), Vector3(0, 1, 0));
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//Up = glm::normalize(glm::cross(Direction, Right));
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}
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void Camera::SetDirection(const Quat& direction)
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{
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//cam->cameraDirection.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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//cam->cameraDirection.y = sin(glm::radians(Pitch));
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//cam->cameraDirection.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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//cam->cameraFront = glm::normalize(cam->cameraDirection);
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//cam->cameraRight = glm::normalize(glm::cross(cam->up, cam->cameraFront));
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//glm::quatLookAt();
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//Direction = glm::normalize(direction);
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//Right = glm::normalize(glm::cross(Vector3(0, 1, 0), Direction));
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//Up = glm::normalize(glm::cross(Direction, Right));
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// TODO: Calculate forward and Right from quaternion.
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assert("Not implemented!");
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}
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Vector3 Camera::GetTranslation() {
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@@ -89,14 +74,11 @@ namespace Nuake
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void Camera::SetTransform(const Matrix4& transform)
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{
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m_View = transform;
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}
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Matrix4 Camera::GetTransform()
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{
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return m_View;
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glm::mat4 tr = lookAt(Translation, Translation + glm::normalize(Direction), Vector3(0, 1, 0));
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return tr;
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}
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Matrix4 Camera::GetTransformRotation()
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