diff --git a/ToyEngine/src/DemoWorld.cpp b/ToyEngine/src/DemoWorld.cpp index 085f3c8..26176a1 100644 --- a/ToyEngine/src/DemoWorld.cpp +++ b/ToyEngine/src/DemoWorld.cpp @@ -25,10 +25,10 @@ DemoWorld::DemoWorld() particle->setSpeed(glm::vec3(-1, 0, 0)); particle->setPosition({ 4, 5, 0 }); //particle->addForce(std::make_shared(glm::vec3(0.f, -particle->getMass() * 9.8f, 0.f))); - auto particle2 = std::make_shared(10, "Models/vampire/vampire.gltf"); + auto particle2 = std::make_shared(10, "E:\\3D Objects\\pallet_wood\\New Folder\\pallet_wood.gltf"); particle2->setSpeed(glm::vec3(1, 0, 0)); particle2->setPosition({ 6, 5, 0 }); - particle2->setScale(glm::vec3{ 0.4 }); + particle2->setScale(glm::vec3{ 0.002 }); auto particle3 = std::make_shared(10); particle3->setSpeed(glm::vec3(0, 1, 0)); diff --git a/ToyEngine/src/Particle.cpp b/ToyEngine/src/Particle.cpp index 99f2bae..a849ff0 100644 --- a/ToyEngine/src/Particle.cpp +++ b/ToyEngine/src/Particle.cpp @@ -59,11 +59,11 @@ void Particle::draw(const RenderPassContext& context, Shader& shader) debugShader.use(); debugShader.setUniformValue("projection", *context.projection); debugShader.setUniformValue("view", *context.view); - glm::mat4 modelMatrix = glm::translate(glm::mat4(1), getPosition()) * glm::scale(glm::mat4(1), getScale()) * glm::mat4_cast(getRotation()) * glm::scale(glm::mat4(1), glm::vec3(glm::abs(resultantForce / mass))); + glm::mat4 modelMatrix = glm::translate(glm::mat4(1), getPosition()) * glm::mat4_cast(getRotation()) * glm::scale(glm::mat4(1), glm::vec3(glm::abs(resultantForce / mass))); gl->BindVertexArray(vao); for (auto& force : forces) { - debugShader.setUniformValue("model", modelMatrix * glm::scale(glm::mat4(1), glm::vec3(5)) * glm::mat4_cast(glm::rotation(glm::vec3(1, 0, 0), glm::normalize(force->value)))); + debugShader.setUniformValue("model", modelMatrix * glm::scale(glm::mat4(1), glm::vec3(1)) * glm::mat4_cast(glm::rotation(glm::vec3(1, 0, 0), glm::normalize(force->value)))); debugShader.setUniformValue("color", glm::vec3(0, 1, 0)); gl->DrawArrays(GL_LINES, 0, 2); }