Gave camera a name. Added logging to entity code. Added rotation for freecam.
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@@ -18,6 +18,7 @@ int main()
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Shader test("test", engine->workingDir + "/assets/shaders/defaultVertex.glsl", engine->workingDir + "/assets/shaders/defaultFragment.glsl");
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Shader test("test", engine->workingDir + "/assets/shaders/defaultVertex.glsl", engine->workingDir + "/assets/shaders/defaultFragment.glsl");
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auto* camera = new(FreeCam);
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auto* camera = new(FreeCam);
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camera->name = "Camera";
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camera->SetPos({0.0f, -2.0f, -5.0f});
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camera->SetPos({0.0f, -2.0f, -5.0f});
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camera->SetParent(engine->world);
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camera->SetParent(engine->world);
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engine->world->setActiveCamera(camera);
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engine->world->setActiveCamera(camera);
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@@ -30,4 +30,11 @@ void FreeCam::pre_render() {
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if (engine->window->isKeyDown(Keys::DownArrow))
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if (engine->window->isKeyDown(Keys::DownArrow))
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setAngle(getAngle().x + 75.0f * engine->frameDelta, getAngle().y, getAngle().z);
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setAngle(getAngle().x + 75.0f * engine->frameDelta, getAngle().y, getAngle().z);
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}
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if (engine->window->isKeyDown(Keys::Q))
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setAngle(getAngle().x, getAngle().y, getAngle().z - 75.0f * engine->frameDelta);
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if (engine->window->isKeyDown(Keys::E))
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setAngle(getAngle().x, getAngle().y, getAngle().z + 75.0f * engine->frameDelta);
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}
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@@ -3,6 +3,7 @@
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#include <Redacted3D/types/entity/camera.h>
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#include <Redacted3D/types/entity/camera.h>
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#include <Redacted3D/engine/engine.h>
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#include <Redacted3D/engine/engine.h>
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#include <Redacted3D/engine/utils/instanceOf.h>
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#include <Redacted3D/engine/utils/instanceOf.h>
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#include <jlog/jlog.hpp>
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//inline LinearAlgebra::Vector3 Entity::GetPos() const
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//inline LinearAlgebra::Vector3 Entity::GetPos() const
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//{ return LinearAlgebra::Vector3(coordinates[1]); }
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//{ return LinearAlgebra::Vector3(coordinates[1]); }
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@@ -33,6 +34,7 @@ Vector3 Entity::GetPos() const {
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void Entity::SetPos(const Vector3 &rhs) {
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void Entity::SetPos(const Vector3 &rhs) {
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position = rhs;
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position = rhs;
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DEBUG(std::format("Set position for entity '{}' to x={} y={} z={}", this->name, rhs.x, rhs.y, rhs.z));
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}
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}
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Entity::Entity() {
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Entity::Entity() {
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