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Commit 824009e2 authored by Joseph Walton-Rivers's avatar Joseph Walton-Rivers
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fix camera direction, mockup of scene script

parent d90b44e1
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---
# This currently isn't functional, it's an experiment in how this
# might be defined in a user-friendly(ish) way.
prefabs:
wallX:
transform:
staticMesh:
pipeline: phong
shape: # TODO
rigidBody:
type: static
shape:
type: box
extents: [0.5, 2.5, 20.5]
wallZ:
transform:
staticMesh:
pipeline: phong
rigidBody:
type: static
shape:
type: box
extents: [39.0, 2.5, 0.5]
floor:
transform:
staticMesh:
pipeline: phong
shape: # TODO
rigidBody:
type: static
shape: box
extents: [20, 0.5, 20.0]
player:
transform:
rigidBody:
mass: 1
shape:
type: sphere
extents: [0.5, 0.5, 0.5]
dynamics:
staticMesh:
pipeline: phong
shape: # TODO
collectable:
transform:
staticMesh:
shader: phong
shape: # TODO
callbacks:
scene:
entities:
- prefab: wallX
transform:
origin: [20, 0, 0]
- prefab: wallX
transform:
origin: [-20, 0, 0]
- prefab: wallZ
transform: [0, 0, -20]
- prefab: wallZ
transform: [0, 0, 20]
- prefab: floor
transform: [0, -2.5, 0]
- prefab: player
\ No newline at end of file
......@@ -41,7 +41,7 @@ namespace demo {
private:
fggl::ecs3::entity_t player = fggl::ecs3::NULL_ENTITY;
fggl::math::vec3 cameraOffset = {0.0F, 15.0F, -15.0F};
fggl::math::vec3 cameraOffset = {-15.0F, 15.0F, 0.0F};
};
}
......
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