fixed layer problem, remove 'default' layer to serialize, remove Transform class, using translation rotation scale instead
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@ -3,11 +3,12 @@
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//
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#include "EditorLayer.h"
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#include "ImGuizmo.h"
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#define GLM_ENABLE_EXPERIMENTAL
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#include <ImGuizmo.h>
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#include <filesystem>
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#define GLM_ENABLE_EXPERIMENTAL
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#include "glm/gtx/matrix_decompose.hpp"
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#include "Prism/Core/Input.h"
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#include "Prism/Editor/PhysicsSettingsWindow.h"
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#include "Prism/Physics/Physics3D.h"
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@ -218,7 +219,7 @@ namespace Prism
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auto viewProj = m_EditorCamera.GetViewProjection();
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Renderer2D::BeginScene(viewProj, false);
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glm::vec4 color = (m_SelectionMode == SelectionMode::Entity) ? glm::vec4{ 1.0f, 1.0f, 1.0f, 1.0f } : glm::vec4{ 0.2f, 0.9f, 0.2f, 1.0f };
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Renderer::DrawAABB(selection.Mesh->BoundingBox, selection.Entity.GetComponent<TransformComponent>().Transformation.GetMatrix() * selection.Mesh->Transform, color);
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Renderer::DrawAABB(selection.Mesh->BoundingBox, selection.Entity.GetComponent<TransformComponent>().GetTransform() * selection.Mesh->Transform, color);
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Renderer2D::EndScene();
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Renderer::EndRenderPass();
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}
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@ -231,7 +232,7 @@ namespace Prism
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if (selection.Entity.HasComponent<BoxCollider2DComponent>())
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{
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const auto& size = selection.Entity.GetComponent<BoxCollider2DComponent>().Size;
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auto [translation, rotationQuat, scale] = GetTransformDecomposition(selection.Entity.GetComponent<TransformComponent>().Transformation.GetMatrix());
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auto [translation, rotationQuat, scale] = GetTransformDecomposition(selection.Entity.GetComponent<TransformComponent>().GetTransform());
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const glm::vec3 rotation = glm::eulerAngles(rotationQuat);
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Renderer::BeginRenderPass(SceneRenderer::GetFinalRenderPass(), false);
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@ -786,12 +787,12 @@ namespace Prism
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bool snap = Input::IsKeyPressed(Key::LEFT_CONTROL);
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Transform& entityTransform = selection.Entity.Transformation();
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TransformComponent& entityTransform = selection.Entity.Transform();
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float snapValue = GetSnapValue();
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float snapValues[3] = { snapValue, snapValue, snapValue };
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if (m_SelectionMode == SelectionMode::Entity)
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{
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glm::mat4 transform = entityTransform.GetMatrix();
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glm::mat4 transform = entityTransform.GetTransform();
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ImGuizmo::Manipulate(glm::value_ptr(m_EditorCamera.GetViewMatrix()),
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glm::value_ptr(m_EditorCamera.GetProjectionMatrix()),
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(ImGuizmo::OPERATION)m_GizmoType,
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@ -801,12 +802,12 @@ namespace Prism
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snap ? snapValues : nullptr);
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auto [translation, rotation, scale] = GetTransformDecomposition(transform);
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entityTransform.SetTranslation(translation);
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entityTransform.SetRotation(rotation);
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entityTransform.SetScale(scale);
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entityTransform.Translation = translation;
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entityTransform.Rotation = glm::degrees(glm::eulerAngles(rotation));
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entityTransform.Scale = scale;
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}else
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{
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glm::mat4 transformBase = entityTransform.GetMatrix() * selection.Mesh->Transform;
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glm::mat4 transformBase = entityTransform.GetTransform() * selection.Mesh->Transform;
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ImGuizmo::Manipulate(glm::value_ptr(m_EditorCamera.GetViewMatrix()),
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glm::value_ptr(m_EditorCamera.GetProjectionMatrix()),
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(ImGuizmo::OPERATION)m_GizmoType,
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@ -815,7 +816,7 @@ namespace Prism
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nullptr,
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snap ? snapValues : nullptr);
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selection.Mesh->Transform = glm::inverse(entityTransform.GetMatrix()) * transformBase;
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selection.Mesh->Transform = glm::inverse(entityTransform.GetTransform()) * transformBase;
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}
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}
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@ -951,9 +952,10 @@ namespace Prism
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for (uint32_t i = 0; i < submeshes.size(); i++)
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{
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auto& submesh = submeshes[i];
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const auto transform = entity.Transform().GetTransform();
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Ray ray = {
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glm::inverse(entity.Transformation().GetMatrix() * submesh.Transform) * glm::vec4(origin, 1.0f),
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glm::inverse(glm::mat3(entity.Transformation().GetMatrix()) * glm::mat3(submesh.Transform)) * direction
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glm::inverse(transform * submesh.Transform) * glm::vec4(origin, 1.0f),
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glm::inverse(glm::mat3(transform) * glm::mat3(submesh.Transform)) * direction
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};
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float t = 0;
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