Remove random prints, replaced with DEBUG_PRINT from gcml
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4876a6c2dd
commit
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@ -2,11 +2,22 @@ Entities:
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- ID: 0
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Name: Default
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Components:
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Mesh:
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vao: 1
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indexCount: 36
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textureID: 1
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Transform:
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Position: [0, 0, 0]
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Rotation: [0, 0.5, 0]
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Scale: [1, 1, 1]
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Position: [0, 1.39999998, 0]
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Rotation: [-180, -115.599998, 0]
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Scale: [1, 1, 1]
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Mesh:
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vao: 2
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indexCount: 15810
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textureID: 1
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- ID: 1
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Name: Car
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Components:
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Transform:
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Position: [0, 1.39999998, 0]
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Rotation: [-180, -115.599998, 0]
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Scale: [0.99000001, 0.99000001, 0.99000001]
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Mesh:
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vao: 2
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indexCount: 15810
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textureID: 3
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@ -1,6 +1,10 @@
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#include "Mesh.h"
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//TODO: Make this have a OBJ path, make indexCount derive from AssetManager
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//TODO: and make texture id also get from AssetManager
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//? Procastinate
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const std::string MeshComponent::name = "Mesh";
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MeshComponent::MeshComponent()
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@ -23,6 +23,7 @@ struct GenericAsset
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void* data = nullptr;
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};
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struct Vertex {
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float position[3];
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float texCoord[2];
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@ -74,7 +74,6 @@ void SceneWindow::Show()
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if (ImGui::IsItemClicked(ImGuiMouseButton_Left))
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{
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g_SelectedObject = obj;
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std::cout << "Selected GameObject: " << obj->name << " with ID: " << obj->id << std::endl;
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}
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// Right-click context menu for GameObject actions
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@ -83,10 +82,8 @@ void SceneWindow::Show()
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// Delete GameObject Option
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if (ImGui::MenuItem("Remove"))
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{
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std::cout << "Attempting to remove GameObject: " << obj->name << " with ID: " << obj->id << std::endl;
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RemoveGameObject(static_cast<int>(i));
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std::cout << "Removed GameObject: " << obj->name << std::endl;
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ImGui::EndPopup();
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// Since we've erased the current entity, adjust the loop accordingly
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@ -135,7 +132,6 @@ void SceneWindow::AddGameObject()
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// Modify the name to ensure uniqueness
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newObj->name += " " + std::to_string(g_GameObjects.size());
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g_GameObjects.push_back(newObj);
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std::cout << "Added GameObject: " << newObj->name << " with ID: " << newObj->id << std::endl;
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}
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// RemoveGameObject: Removes a GameObject by index
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@ -147,15 +143,13 @@ void SceneWindow::RemoveGameObject(int index)
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if (g_SelectedObject == g_GameObjects[index])
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{
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g_SelectedObject = nullptr;
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std::cout << "Cleared selection as the selected GameObject was removed." << std::endl;
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}
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std::cout << "Removing GameObject: " << g_GameObjects[index]->name << " with ID: " << g_GameObjects[index]->id << std::endl;
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g_GameObjects.erase(g_GameObjects.begin() + index);
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}
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else
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{
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std::cerr << "Attempted to remove GameObject with invalid index: " << index << std::endl;
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DEBUG_PRINT("Attempted to remove GameObject with invalid index: %d", index );
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}
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}
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