Fixed raycast sphere.
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@ -39,12 +39,13 @@ void PlayerController::onStart() {
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// tEST
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auto collider = item->getComponent<CapsuleCollider>();
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auto collider = item->getComponent<Collider3D>();
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assertNotNull(collider);
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Collider3DRayResult result;
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struct Ray3D ray;
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ray.origin = glm::vec3(0, 0.5f, 1);
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ray.direction = glm::vec3(10, 0, 0);
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ray.origin = glm::vec3(0, 0.0f, 5);
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ray.direction = glm::vec3(0, 0.0f, -4);
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struct Color color = COLOR_MAGENTA;
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@ -54,7 +55,7 @@ void PlayerController::onStart() {
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getScene()->debugRay({
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.start = result.point,
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.direction = (result.normal * 100.0f),
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.direction = result.normal,
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.color = COLOR_GREEN
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});
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}
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@ -7,14 +7,14 @@
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#include "scene/Scene.hpp"
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#include "scene/components/PlayerController.hpp"
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#include "scene/components/GameCamera.hpp"
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#include "scene/components/physics/3d/CubeCollider.hpp"
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#include "scene/components/physics/3d/CapsuleCollider.hpp"
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#include "scene/components/GameCamera.hpp"
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#include "scene/components/display/MeshRenderer.hpp"
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#include "scene/components/display/MeshHost.hpp"
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#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
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#include "display/mesh/CapsuleMesh.hpp"
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#include "scene/components/example/ExampleSpin.hpp"
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#include "scene/components/physics/3d/SphereCollider.hpp"
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#include "scene/components/physics/3d/CubeCollider.hpp"
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#include "display/mesh/SphereMesh.hpp"
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namespace Dawn {
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class HelloWorldScene : public Scene {
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@ -25,12 +25,11 @@ namespace Dawn {
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auto playerItem = this->createSceneItem();
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auto player = playerItem->addComponent<PlayerController>();
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auto hitbox = playerItem->addComponent<CapsuleCollider>();
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playerItem->addComponent<MeshRenderer>();
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auto meshHost = playerItem->addComponent<MeshHost>();
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playerItem->addComponent<SimpleTexturedMaterial>();
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CapsuleMesh::create(&meshHost->mesh, hitbox->radius, hitbox->height);
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auto hitbox = playerItem->addComponent<SphereCollider>();
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SphereMesh::createSphere(&meshHost->mesh, hitbox->radius, 32, 32);
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auto wall = this->createSceneItem();
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auto wallHitbox = wall->addComponent<CubeCollider>();
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