Minor bugfixes in CollisionSystem
The global origin wasn't taken into account, and the output had an issue.
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@ -42,9 +42,9 @@ class CollisionSystem : public EntitySystem {
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// Transform to World Position -- these are local coordinates with
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// individual mesh origins
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v1glm = transform->matrix * v1glm;
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v2glm = transform->matrix * v2glm;
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v3glm = transform->matrix * v3glm;
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v1glm = transform->matrix * v1glm + glm::vec4(transform->get_origin(), 0.0);
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v2glm = transform->matrix * v2glm + glm::vec4(transform->get_origin(), 0.0);
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v3glm = transform->matrix * v3glm + glm::vec4(transform->get_origin(), 0.0);
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Vector v1(v1glm.x, v1glm.y, v1glm.z);
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Vector v2(v2glm.x, v2glm.y, v2glm.z);
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@ -79,12 +79,12 @@ class CollisionSystem : public EntitySystem {
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Vector origin = Vector(origin_glm.x, origin_glm.y, origin_glm.z);
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// TODO: Get mouse look direction
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Ray ray(origin, Vector(0, 0, -1));
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Ray ray(origin, Vector(0, 0, -3));
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Triangle *result = kdtree->intersect_ray(ray);
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if (result) {
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std::cout << result->p1[0] << ", " << result->p1[2] << ", " << result->p1[3]
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std::cout << result->p1[0] << ", " << result->p1[1] << ", " << result->p1[2]
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<< std::endl;
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}
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// TODO: Also output visually
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