fix: incomplete size transform support by entities

This commit is contained in:
MihailRis 2025-12-03 22:00:55 +03:00
parent 1d56d83b72
commit fefc975832
7 changed files with 53 additions and 26 deletions

View file

@ -302,6 +302,7 @@ void Entities::updatePhysics(float delta) {
hitbox.friction = glm::abs(hitbox.gravityScale <= 1e-7f)
? 8.0f
: (!grounded ? 2.0f : 10.0f);
hitbox.scale = transform.size;
transform.setPos(hitbox.position);
if (hitbox.grounded && !grounded) {
scripting::on_entity_grounded(
@ -358,7 +359,9 @@ void Entities::renderDebug(
if (frustum && !frustum->isBoxVisible(pos - size, pos + size)) {
continue;
}
batch.box(hitbox.position, hitbox.halfsize * 2.0f, glm::vec4(1.0f));
batch.box(
hitbox.position, hitbox.getHalfSize() * 2.0f, glm::vec4(1.0f)
);
for (auto& sensor : rigidbody.sensors) {
if (sensor.type != SensorType::AABB) continue;
@ -410,10 +413,14 @@ void Entities::render(
}
const auto& pos = transform.pos;
const auto& size = transform.size;
if (!frustum || frustum->isBoxVisible(pos - size, pos + size)) {
const auto* rigConfig = skeleton.config;
rigConfig->render(assets, batch, skeleton, transform.rot, pos);
if (frustum && !frustum->isBoxVisible(pos - size, pos + size)) {
continue;
}
const auto* rigConfig = skeleton.config;
rigConfig->render(
assets, batch, skeleton, transform.rot, pos, size
);
}
}

View file

@ -23,19 +23,19 @@ struct Transform {
void refresh();
inline void setRot(glm::mat3 m) {
inline void setRot(const glm::mat3& m) {
rot = m;
dirty = true;
}
inline void setSize(glm::vec3 v) {
inline void setSize(const glm::vec3& v) {
if (glm::distance2(displaySize, v) >= EPSILON) {
dirty = true;
}
size = v;
}
inline void setPos(glm::vec3 v) {
inline void setPos(const glm::vec3& v) {
if (glm::distance2(displayPos, v) >= EPSILON) {
dirty = true;
}

View file

@ -122,15 +122,21 @@ size_t SkeletonConfig::update(
return count;
}
static glm::mat4 build_matrix(const glm::mat3& rot, const glm::vec3& pos) {
static glm::mat4 build_matrix(
const glm::mat3& rot, const glm::vec3& pos, const glm::vec3& scale
) {
glm::mat4 combined(1.0f);
combined = glm::translate(combined, pos);
combined = combined * glm::mat4(rot);
combined = glm::scale(combined, scale);
return combined;
}
void SkeletonConfig::update(
Skeleton& skeleton, const glm::mat3& rotation, const glm::vec3& position
Skeleton& skeleton,
const glm::mat3& rotation,
const glm::vec3& position,
const glm::vec3& scale
) const {
if (skeleton.interpolation.isEnabled()) {
const auto& interpolation = skeleton.interpolation;
@ -138,10 +144,10 @@ void SkeletonConfig::update(
0,
skeleton,
root.get(),
build_matrix(rotation, interpolation.getCurrent())
build_matrix(rotation, interpolation.getCurrent(), scale)
);
} else {
update(0, skeleton, root.get(), build_matrix(rotation, position));
update(0, skeleton, root.get(), build_matrix(rotation, position, scale));
}
}
@ -150,9 +156,10 @@ void SkeletonConfig::render(
ModelBatch& batch,
Skeleton& skeleton,
const glm::mat3& rotation,
const glm::vec3& position
const glm::vec3& position,
const glm::vec3& scale
) const {
update(skeleton, rotation, position);
update(skeleton, rotation, position, scale);
if (!skeleton.visible) {
return;

View file

@ -121,7 +121,8 @@ namespace rigging {
void update(
Skeleton& skeleton,
const glm::mat3& rotation,
const glm::vec3& position
const glm::vec3& position,
const glm::vec3& scale
) const;
void render(
@ -129,7 +130,8 @@ namespace rigging {
ModelBatch& batch,
Skeleton& skeleton,
const glm::mat3& rotation,
const glm::vec3& position
const glm::vec3& position,
const glm::vec3& scale
) const;
Skeleton instance() const {