Some cleanup
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@@ -25,7 +25,7 @@
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#ifndef NDEBUG
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#define FGL_ASSUME( ... ) \
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FGL_ASSERT( ( __VA_ARGS__ ), "FGL_ASSUME: Check failed!" ); \
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[[gnu::assume( __VA_ARGS__ )]]
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[[gnu::assume( __VA_ARGS__ )]];
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#else
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#define FGL_ASSUME( ... ) [[gnu::assume( __VA_ARGS__ )]]
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#endif
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@@ -24,7 +24,13 @@ namespace fgl::engine
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Local,
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//! Object moves in relation to the world
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Global
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} m_mode;
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} m_mode { Global };
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ComponentTransform() = default;
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ComponentTransform( const WorldCoordinate position_i, const Scale scale_i, const Rotation rotation_i ) :
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TransformComponent( position_i, scale_i, rotation_i )
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{}
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};
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struct GameObjectComponentBase : public ComponentEditorInterface, public ComponentEngineInterface
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@@ -24,6 +24,8 @@ namespace fgl::engine
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namespace fgl::engine
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{
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//TODO: Add in ability to use `operator+=` on return values for xAngle for local and world rotations
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struct Rotation : private glm::quat
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{
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Rotation();
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@@ -60,7 +62,7 @@ namespace fgl::engine
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void addZWorld( float );
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// internal
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inline glm::quat internal_quat() const { return static_cast< glm::quat >( *this ); }
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inline glm::quat internal_quat() const { return *this; }
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bool operator==( const Rotation& rot ) const
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{
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@@ -20,14 +20,14 @@ namespace fgl::engine
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class Vector;
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inline constexpr float length( glm::vec3 vec )
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inline constexpr float length( const glm::vec3 vec )
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{
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return std::sqrt( std::pow( vec.x, 2 ) + std::pow( vec.y, 2 ) + std::pow( vec.z, 2 ) );
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return std::sqrt( std::pow( vec.x, 2.0f ) + std::pow( vec.y, 2.0f ) + std::pow( vec.z, 2.0f ) );
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}
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inline constexpr glm::vec3 normalize( glm::vec3 vec )
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inline constexpr glm::vec3 normalize( const glm::vec3 vec )
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{
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if constexpr ( std::is_constant_evaluated() )
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if ( std::is_constant_evaluated() )
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{
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const auto len { length( vec ) };
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return glm::vec3( vec.x / len, vec.y / len, vec.z / len );
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