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Update pickup frame position
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a3e924ff3c
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@ -276,6 +276,7 @@ PickupObject::PickupObject(GameWorld* world, const glm::vec3& position,
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auto atomic = modelData->getAtomic(0)->clone();
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atomic->setFrame(std::make_shared<ModelFrame>());
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setModel(std::move(atomic));
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updateTransform(getPosition(), getRotation());
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}
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PickupObject::~PickupObject() {
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@ -318,6 +319,12 @@ void PickupObject::tick(float dt) {
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glm::vec4(red / 255.f, green / 255.f, blue / 255.f, 1.f) * colourValue;
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if (m_enabled) {
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static constexpr float kRotationSpeedCoeff = 3.0f;
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updateTransform(
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getPosition(),
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glm::angleAxis(engine->getGameTime() * kRotationSpeedCoeff,
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glm::vec3(0.f, 0.f, 1.f)));
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// Sort out interactions with things that may or may not be players.
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btManifoldArray manifoldArray;
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btBroadphasePairArray& pairArray =
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@ -307,14 +307,8 @@ void ObjectRenderer::renderVehicle(VehicleObject* vehicle,
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void ObjectRenderer::renderPickup(PickupObject* pickup, RenderList& outList) {
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if (!pickup->isEnabled()) return;
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static constexpr float kRotationSpeedCoeff = 3.0f;
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glm::mat4 modelMatrix =
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glm::translate(glm::mat4(1.0f), pickup->getPosition());
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modelMatrix = glm::rotate(modelMatrix, m_world->getGameTime() * kRotationSpeedCoeff,
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glm::vec3(0.f, 0.f, 1.f));
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const auto& atomic = pickup->getAtomic();
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renderAtomic(atomic.get(), modelMatrix, nullptr, outList);
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renderAtomic(atomic.get(), glm::mat4(1.f), nullptr, outList);
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}
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void ObjectRenderer::renderCutsceneObject(CutsceneObject* cutscene,
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