Major refactoring for game objects
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@@ -11,26 +11,12 @@ namespace ZL {
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namespace ZL {
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void InteractiveObject::draw(Renderer& renderer) const {
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if (!isActive || !texture) return;
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/*
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std::cout << "[DRAW] InteractiveObject::draw() called" << std::endl;
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std::cout << "[DRAW] Object: " << name << std::endl;
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std::cout << "[DRAW] Position: (" << position.x() << ", " << position.y() << ", " << position.z() << ")" << std::endl;
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// Check mesh bounds
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if (!mesh.data.PositionData.empty()) {
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std::cout << "[DRAW] First vertex: (" << mesh.data.PositionData[0].x() << ", "
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<< mesh.data.PositionData[0].y() << ", " << mesh.data.PositionData[0].z() << ")" << std::endl;
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}
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*/
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// Apply position transformation
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if (!isActive || !loadedObject.texture) return;
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renderer.PushMatrix();
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renderer.TranslateMatrix(position);
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renderer.RenderUniform1i(textureUniformName, 0);
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glBindTexture(GL_TEXTURE_2D, texture->getTexID());
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renderer.DrawVertexRenderStruct(mesh);
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glBindTexture(GL_TEXTURE_2D, loadedObject.texture->getTexID());
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renderer.DrawVertexRenderStruct(loadedObject.mesh);
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renderer.PopMatrix();
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}
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