From 77f3945ae9adfbab6a97d5948b1d29932d02fc7e Mon Sep 17 00:00:00 2001 From: Atdunbg <979541498@qq.com> Date: Wed, 9 Jul 2025 17:43:57 +0800 Subject: [PATCH] change collider draw impl --- Sandbox/src/Editor/EditorLayer.cpp | 18 ++++-------------- 1 file changed, 4 insertions(+), 14 deletions(-) diff --git a/Sandbox/src/Editor/EditorLayer.cpp b/Sandbox/src/Editor/EditorLayer.cpp index d484384..403db5a 100644 --- a/Sandbox/src/Editor/EditorLayer.cpp +++ b/Sandbox/src/Editor/EditorLayer.cpp @@ -151,18 +151,12 @@ namespace Hazel { auto [tc, bc2D] = bcview.get(entity); - - glm::mat4 model = glm::translate(glm::mat4(1.0f), tc.Translation) - * glm::rotate(glm::mat4(1.0f), tc.Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f)) - * glm::scale(glm::mat4(1.0f), tc.Scale); - - glm::vec4 worldOffset = model * glm::vec4(bc2D.Offset.x, bc2D.Offset.y, 0.0f, 1.0f); - // glm::vec3 translation = glm::vec3(worldOffset) + glm::vec3(0.0f, 0.0f, 0.001f); glm::vec3 scale = tc.Scale * glm::vec3(bc2D.Size * 2.0f, 1.0f); glm::mat4 transform = - glm::translate(glm::mat4(1.0f), glm::vec3(worldOffset)) + glm::translate(glm::mat4(1.0f), tc.Translation) * glm::rotate(glm::mat4(1.0f), tc.Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f)) + * glm::translate(glm::mat4(1.0f), glm::vec3(bc2D.Offset, 0.0f)) * glm::scale(glm::mat4(1.0f), scale); Renderer2D::DrawRect(transform, glm::vec4(0.2f, 1.0f, 0.2f, 1.0f)); @@ -173,17 +167,13 @@ namespace Hazel for (auto entity : ccview) { auto [tc, cc2D] = ccview.get(entity); - glm::mat4 model = glm::translate(glm::mat4(1.0f), tc.Translation) - * glm::rotate(glm::mat4(1.0f), tc.Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f)) - * glm::scale(glm::mat4(1.0f), tc.Scale); - glm::vec4 worldOffset = model * glm::vec4(cc2D.Offset.x, cc2D.Offset.y, 0.0f, 1.0f); - // glm::vec3 translation = glm::vec3(worldOffset) + glm::vec3(0.0f, 0.0f, 0.001f); glm::vec3 scale = tc.Scale * glm::vec3(cc2D.Radius * 2.05f); glm::mat4 transform = - glm::translate(glm::mat4(1.0f), glm::vec3(worldOffset)) + glm::translate(glm::mat4(1.0f), tc.Translation) * glm::rotate(glm::mat4(1.0f), tc.Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f)) + * glm::translate(glm::mat4(1.0f), glm::vec3(cc2D.Offset, 0.0f)) * glm::scale(glm::mat4(1.0f), scale); Renderer2D::DrawCircle(transform, glm::vec4(0.2, 1.0f, 0.2f, 1.0f), Renderer2D::GetLineWidth() * 0.015f);