Reset RenderQueueFactory.cpp to original state
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@@ -46,11 +46,9 @@ glm::quat RenderQueueFactory::AbsoluteOrientation(World* world, EntityID entity)
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glm::quat orientation;
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glm::quat orientation;
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do {
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do {
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if (world->HasComponent(entity, "Transform")) {
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
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orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation;
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entity = world->GetParent(entity);
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entity = world->GetParent(entity);
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}
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} while (entity != 0);
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} while (entity != 0);
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return orientation;
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return orientation;
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@@ -61,11 +59,9 @@ glm::vec3 RenderQueueFactory::AbsoluteScale(World* world, EntityID entity)
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glm::vec3 scale(1.f);
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glm::vec3 scale(1.f);
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do {
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do {
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if (world->HasComponent(entity, "Transform")) {
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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ComponentWrapper transform = world->GetComponent(entity, "Transform");
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scale *= (glm::vec3)transform["Scale"];
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scale *= (glm::vec3)transform["Scale"];
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entity = world->GetParent(entity);
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entity = world->GetParent(entity);
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}
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} while (entity != 0);
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} while (entity != 0);
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return scale;
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return scale;
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