Implementing started properly implementing Gizmo
Adding GetTransform to the transform component such that the proper view transform can be calculated for any scene camera
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@ -34,16 +34,37 @@ void Viewport::Draw() {
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ImGuizmo::Enable(true);
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ImGuizmo::Enable(true);
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ImGuizmo::SetRect(ScreenSpaceMin.x, ScreenSpaceMin.y, ContentRegionMax.x, ContentRegionMax.y);
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ImGuizmo::SetOrthographic(false);
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ImGuizmo::SetDrawlist();
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glm::mat4 transposed_view = glm::transpose(cam.ViewMatrix);
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float windowWidth = (float)ImGui::GetWindowWidth();
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isFocused = ImGui::IsWindowFocused();
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float windowHeight = (float)ImGui::GetWindowHeight();
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ImGuizmo::SetRect(ImGui::GetWindowPos().x, ImGui::GetWindowPos().y, windowWidth, windowHeight);
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//ImGuizmo::DrawGrid(glm::value_ptr(cam.ViewMatrix), glm::value_ptr(cam.ProjectionMatrix), glm::value_ptr(worldOrigin), 100.0f);
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const auto& ProjMatrix = camera.projection;
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//ImGuizmo::ViewManipulate(glm::value_ptr(cam.ViewMatrix), 1, { ScreenSpaceMin.x,ScreenSpaceMin.y }, { 90,90 }, 0x22CCCCCC);
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glm::mat4& cameraView = glm::mat4(1.0f);//glm::inverse(glm::translate(glm::mat4(1.0f) , cam.Position) * glm::toMat4(glm::quat(cam.Rotation)) );
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// Matrix is the model matrix we would want to manipulate
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ImGuizmo::DrawGrid(glm::value_ptr(cameraView), glm::value_ptr(ProjMatrix), glm::value_ptr(cameraDelta), 100.0f);
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//ImGuizmo::Manipulate(glm::value_ptr(cam.ViewMatrix), glm::value_ptr(cam.ProjectionMatrix), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(cam.ViewMatrix));
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ImGuizmo::ViewManipulate(glm::value_ptr(cameraView), 1, ImGui::GetWindowPos(), {90,90}, 0x22CCCCCC);
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if (selected == nullptr)
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return;
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if (selected->isValid()) {
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auto& tc = selected->GetComponent<YoggieEngine::TransformComponent>();
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glm::mat4 transform = tc.GetTransform();
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ImGuizmo::Manipulate(
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glm::value_ptr(cameraView),
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glm::value_ptr(ProjMatrix),
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ImGuizmo::TRANSLATE, ImGuizmo::LOCAL,
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glm::value_ptr(transform), nullptr, nullptr);
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}
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}
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}
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@ -1,5 +1,6 @@
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#pragma once
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#pragma once
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#include "Entity.h"
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#include "Entity.h"
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#include <glm/gtx/quaternion.hpp>
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namespace YoggieEngine {
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namespace YoggieEngine {
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struct IdentifierComponent {
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struct IdentifierComponent {
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std::string name;
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std::string name;
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@ -13,6 +14,12 @@ namespace YoggieEngine {
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glm::mat4 LocalTransform = glm::mat4(1.0f);
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glm::mat4 LocalTransform = glm::mat4(1.0f);
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glm::mat4 GetTransform() const {
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glm::mat4 rotation = glm::toMat4(glm::quat(Rotation));
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return glm::translate(glm::mat4(1.0f), Position) * rotation * glm::scale(glm::mat4(1.0f), Scale);
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}
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};
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};
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struct RelationComponent {
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struct RelationComponent {
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