change collider draw impl
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@ -151,18 +151,12 @@ namespace Hazel
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{
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auto [tc, bc2D] = bcview.get<TransformComponent, BoxCollider2DComponent>(entity);
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glm::mat4 model = glm::translate(glm::mat4(1.0f), tc.Translation)
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* glm::rotate(glm::mat4(1.0f), tc.Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f))
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* glm::scale(glm::mat4(1.0f), tc.Scale);
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glm::vec4 worldOffset = model * glm::vec4(bc2D.Offset.x, bc2D.Offset.y, 0.0f, 1.0f);
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// glm::vec3 translation = glm::vec3(worldOffset) + glm::vec3(0.0f, 0.0f, 0.001f);
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glm::vec3 scale = tc.Scale * glm::vec3(bc2D.Size * 2.0f, 1.0f);
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glm::mat4 transform =
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glm::translate(glm::mat4(1.0f), glm::vec3(worldOffset))
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glm::translate(glm::mat4(1.0f), tc.Translation)
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* glm::rotate(glm::mat4(1.0f), tc.Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f))
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* glm::translate(glm::mat4(1.0f), glm::vec3(bc2D.Offset, 0.0f))
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* glm::scale(glm::mat4(1.0f), scale);
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Renderer2D::DrawRect(transform, glm::vec4(0.2f, 1.0f, 0.2f, 1.0f));
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@ -173,17 +167,13 @@ namespace Hazel
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for (auto entity : ccview)
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{
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auto [tc, cc2D] = ccview.get<TransformComponent, CircleCollider2DComponent>(entity);
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glm::mat4 model = glm::translate(glm::mat4(1.0f), tc.Translation)
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* glm::rotate(glm::mat4(1.0f), tc.Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f))
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* glm::scale(glm::mat4(1.0f), tc.Scale);
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glm::vec4 worldOffset = model * glm::vec4(cc2D.Offset.x, cc2D.Offset.y, 0.0f, 1.0f);
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// glm::vec3 translation = glm::vec3(worldOffset) + glm::vec3(0.0f, 0.0f, 0.001f);
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glm::vec3 scale = tc.Scale * glm::vec3(cc2D.Radius * 2.05f);
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glm::mat4 transform =
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glm::translate(glm::mat4(1.0f), glm::vec3(worldOffset))
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glm::translate(glm::mat4(1.0f), tc.Translation)
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* glm::rotate(glm::mat4(1.0f), tc.Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f))
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* glm::translate(glm::mat4(1.0f), glm::vec3(cc2D.Offset, 0.0f))
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* glm::scale(glm::mat4(1.0f), scale);
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Renderer2D::DrawCircle(transform, glm::vec4(0.2, 1.0f, 0.2f, 1.0f), Renderer2D::GetLineWidth() * 0.015f);
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