Basic transform stuff
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@ -35,5 +35,5 @@ std::shared_ptr<SceneItem> Scene::createSceneItem() {
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}
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Scene::~Scene() {
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std::cout << "What the dick" << std::endl;
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}
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@ -11,10 +11,8 @@ using namespace Dawn;
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SceneItem::SceneItem(Scene &scene, sceneitemid_t id) :
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scene(scene),
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id(id),
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transform(1.0f)
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transform(*this)
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{
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this->id = id;
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this->transform = glm::translate(this->transform, glm::vec3(0, 0, 0));
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}
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void SceneItem::init() {
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@ -22,5 +20,5 @@ void SceneItem::init() {
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}
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SceneItem::~SceneItem() {
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std::cout << "Scene item disposed" << std::endl;
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}
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@ -5,6 +5,7 @@
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#pragma once
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#include "SceneItemComponent.hpp"
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#include "display/Transform.hpp"
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namespace Dawn {
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typedef int32_t sceneitemid_t;
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@ -18,7 +19,7 @@ namespace Dawn {
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public:
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Scene &scene;
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sceneitemid_t id;
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glm::mat4 transform;
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Transform transform;
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/**
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* Constructor for a SceneItem. Scene Items should only be called and
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@ -10,7 +10,10 @@
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using namespace Dawn;
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SceneItemComponent::SceneItemComponent(SceneItem &item) : item(item) {
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SceneItemComponent::SceneItemComponent(SceneItem &item) :
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item(item),
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transform(item.transform)
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{
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}
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Scene & SceneItemComponent::getScene() {
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@ -5,6 +5,7 @@
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#pragma once
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#include "dawnlibs.hpp"
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#include "display/Transform.hpp"
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namespace Dawn {
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class SceneItem;
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@ -14,6 +15,7 @@ namespace Dawn {
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class SceneItemComponent {
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public:
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SceneItem &item;
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Transform &transform;
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/**
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* Constructs a new SceneItemComponent. Components are attached to
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@ -41,14 +41,6 @@ void Camera::updateProjection() {
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}
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}
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void Camera::lookAt(glm::vec3 pos, glm::vec3 look) {
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this->lookAt(pos, look, glm::vec3(0, 1, 0));
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}
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void Camera::lookAt(glm::vec3 pos, glm::vec3 look, glm::vec3 up) {
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this->item.transform = glm::lookAt(pos, look, up);
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}
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RenderTarget & Camera::getRenderTarget() {
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if(this->target == nullptr) {
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return this->getGame().renderManager.getBackBuffer();
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@ -48,9 +48,6 @@ namespace Dawn {
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*/
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void updateProjection();
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void lookAt(glm::vec3 position, glm::vec3 look);
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void lookAt(glm::vec3 position, glm::vec3 look, glm::vec3 up);
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/**
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* Returns the intended render target for this camera to render to, will
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* automatically revert to the back buffer if no frame buffer is provided.
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