i broke something.
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@ -1,11 +1,15 @@
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// GameObject.h
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// src/Components/GameObject.h
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#pragma once
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#include <string>
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#include "Transform.h"
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#include "Mesh.h"
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// A game object that has a transform and a mesh
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struct GameObject
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{
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Transform transform;
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Mesh mesh;
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};
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std::string name; // Unique name for the GameObject
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Transform transform; // Position, Rotation, Scale
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Mesh mesh; // Rendering Mesh
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// Add other components as needed
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};
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@ -2,6 +2,14 @@
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#include <cstdio> // for debugging or printing if needed
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#include <cstring> // for strcpy, if needed
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float* glmVec3ToFloatArray(const glm::vec3& vec) {
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static float outArray[3];
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outArray[0] = vec.x;
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outArray[1] = vec.y;
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outArray[2] = vec.z;
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return outArray;
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}
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void InspectorWindow::Show(Transform& transform, Script& script)
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{
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// Increase window/item spacing for a cleaner look
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@ -56,7 +64,7 @@ void InspectorWindow::Show(Transform& transform, Script& script)
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const char* axisNames[3] = { "X", "Y", "Z" };
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// We'll reference transform.position here
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float* pos = transform.position;
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float* pos = glmVec3ToFloatArray(transform.position);
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ImGui::PushID("PositionRow");
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for (int i = 0; i < 3; i++)
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@ -101,7 +109,7 @@ void InspectorWindow::Show(Transform& transform, Script& script)
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{
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// Same approach, but referencing transform.rotation
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const char* axisNames[3] = { "X", "Y", "Z" };
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float* rot = transform.rotation;
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float* rot = glmVec3ToFloatArray(transform.rotation);
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// We can reuse the same color sets
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ImGui::PushID("RotationRow");
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@ -155,7 +163,7 @@ void InspectorWindow::Show(Transform& transform, Script& script)
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{
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const char* axisNames[3] = { "X", "Y", "Z" };
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float* scl = transform.scale;
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float* scl = glmVec3ToFloatArray(transform.scale);
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ImGui::PushID("ScaleRow");
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for (int i = 0; i < 3; i++)
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