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https://github.com/aharabada/glitchy-engine-beef.git
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2D Polygon Collider
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@@ -405,12 +405,31 @@ namespace GlitchyEditor
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for (var (entity, transform, collider) in _activeScene.GetEntities<TransformComponent, BoxCollider2DComponent>())
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{
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Renderer2D.DrawRect(transform.WorldTransform * Matrix.Translation(collider.Offset.X, collider.Offset.Y, 0) * Matrix.Scaling(collider.Size.X * 2, collider.Size.Y * 2, 0), .Green);
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Renderer2D.DrawRect(transform.WorldTransform * Matrix.Translation(collider.Offset.X, collider.Offset.Y, 0) * Matrix.Scaling(collider.Size.X * 2, collider.Size.Y * 2, 0), .Green, entity.Index);
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}
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for (var (entity, transform, collider) in _activeScene.GetEntities<TransformComponent, CircleCollider2DComponent>())
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{
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Renderer2D.DrawCircle(transform.WorldTransform * Matrix.Translation(collider.Offset.X, collider.Offset.Y, 0) * Matrix.Scaling(collider.Radius * 2), (Texture2D)null, ColorRGBA(0f, 1f, 0f), 0.01f);
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Renderer2D.DrawCircle(transform.WorldTransform * Matrix.Translation(collider.Offset.X, collider.Offset.Y, 0) * Matrix.Scaling(collider.Radius * 2), (Texture2D)null, ColorRGBA(0f, 1f, 0f), 0.01f, .(0, 0, 1, 1), entity.Index);
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}
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for (var (entity, transform, collider) in _activeScene.GetEntities<TransformComponent, PolygonCollider2DComponent>())
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{
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Matrix colliderTransform = transform.WorldTransform * Matrix.Translation(collider.Offset.X, collider.Offset.Y, 0);
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float3 firstPosition = (colliderTransform * float4(collider.Vertices[0], 0, 1)).XYZ;
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float3 lastPosition = firstPosition;
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for (int i = 1; i < collider.VertexCount; i++)
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{
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float3 position = (colliderTransform * float4(collider.Vertices[i], 0, 1)).XYZ;
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Renderer2D.DrawLine(lastPosition, position, .Green, entity.Index);
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lastPosition = position;
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}
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Renderer2D.DrawLine(lastPosition, firstPosition, .Green, entity.Index);
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}
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}
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