Update positions on 60tps, position of objects can be modified while physic simulation is running. Position is owned by transform comps but the truth is held by the physics engine for affected entities
26 lines
1023 B
C++
26 lines
1023 B
C++
#ifndef EDITOR_COMPONENT_HPP
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#define EDITOR_COMPONENT_HPP
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#include <array>
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#include <entt/entity/fwd.hpp>
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#include <glm/fwd.hpp>
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#include <imgui.h>
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namespace OpenEngine {
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void DrawVec3Control(const char* label, glm::vec3& values,
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float reset_value = 0.0f, float column_width = 100.0f,
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const std::array<const char*, 3> labels = {"x", "y", "z"});
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void TagOnImGuiRender(entt::registry& registry, entt::entity entity);
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void TransformOnImGuiRender(entt::registry& registry, entt::entity entity);
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void SpriteOnImGuiRender(entt::registry& registry, entt::entity entity);
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void CameraOnImGuiRender(entt::registry& registry, entt::entity entity);
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void MeshOnImGuiRender(entt::registry®istry, entt::entity entity);
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void MaterialOnImGuiRender(entt::registry& registry, entt::entity entity);
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void BodyOnImGuiRender(entt::registry& registry, entt::entity entity);
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void ShapeOnImGuiRender(entt::registry& registry, entt::entity entity);
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}
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#endif // EDITOR_COMPONENT_HPP
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