i broke something.

This commit is contained in:
OusmBlueNinja 2024-12-25 18:29:24 -06:00
parent 0260fa7db4
commit 15084799bd
2 changed files with 20 additions and 8 deletions

View File

@ -1,11 +1,15 @@
// GameObject.h // src/Components/GameObject.h
#pragma once #pragma once
#include <string>
#include "Transform.h" #include "Transform.h"
#include "Mesh.h" #include "Mesh.h"
// A game object that has a transform and a mesh
struct GameObject struct GameObject
{ {
Transform transform; std::string name; // Unique name for the GameObject
Mesh mesh; Transform transform; // Position, Rotation, Scale
Mesh mesh; // Rendering Mesh
// Add other components as needed
}; };

View File

@ -2,6 +2,14 @@
#include <cstdio> // for debugging or printing if needed #include <cstdio> // for debugging or printing if needed
#include <cstring> // for strcpy, if needed #include <cstring> // for strcpy, if needed
float* glmVec3ToFloatArray(const glm::vec3& vec) {
static float outArray[3];
outArray[0] = vec.x;
outArray[1] = vec.y;
outArray[2] = vec.z;
return outArray;
}
void InspectorWindow::Show(Transform& transform, Script& script) void InspectorWindow::Show(Transform& transform, Script& script)
{ {
// Increase window/item spacing for a cleaner look // Increase window/item spacing for a cleaner look
@ -56,7 +64,7 @@ void InspectorWindow::Show(Transform& transform, Script& script)
const char* axisNames[3] = { "X", "Y", "Z" }; const char* axisNames[3] = { "X", "Y", "Z" };
// We'll reference transform.position here // We'll reference transform.position here
float* pos = transform.position; float* pos = glmVec3ToFloatArray(transform.position);
ImGui::PushID("PositionRow"); ImGui::PushID("PositionRow");
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
@ -101,7 +109,7 @@ void InspectorWindow::Show(Transform& transform, Script& script)
{ {
// Same approach, but referencing transform.rotation // Same approach, but referencing transform.rotation
const char* axisNames[3] = { "X", "Y", "Z" }; const char* axisNames[3] = { "X", "Y", "Z" };
float* rot = transform.rotation; float* rot = glmVec3ToFloatArray(transform.rotation);
// We can reuse the same color sets // We can reuse the same color sets
ImGui::PushID("RotationRow"); ImGui::PushID("RotationRow");
@ -155,7 +163,7 @@ void InspectorWindow::Show(Transform& transform, Script& script)
{ {
const char* axisNames[3] = { "X", "Y", "Z" }; const char* axisNames[3] = { "X", "Y", "Z" };
float* scl = transform.scale; float* scl = glmVec3ToFloatArray(transform.scale);
ImGui::PushID("ScaleRow"); ImGui::PushID("ScaleRow");
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)