Merge branch 'master' into OctTree
# Conflicts: # src/Game/Game.cpp
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@@ -431,12 +431,12 @@ float EntityXMLFile::getFloatAttribute(const xercesc::DOMElement* element, const
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{
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using namespace xercesc;
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XSValue::Status status;
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XSValue* val = XSValue::getActualValue(element->getAttribute(XSTR(attribute)), xercesc::XSValue::DataType::dt_float, status);
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XSValue* val = XSValue::getActualValue(element->getAttribute(XSTR(attribute)), xercesc::XSValue::DataType::dt_double, status);
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if (val == nullptr) {
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LOG_ERROR("Element \"%s\" doesn't have an \"%s\" attribute!", XSTR(element->getTagName()), attribute);
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return 0.f;
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} else {
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return val->fData.fValue.f_float;
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return static_cast<float>(val->fData.fValue.f_double);
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}
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}
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@@ -99,6 +99,22 @@ EntityID World::GetParent(EntityID entity)
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return m_EntityParents.at(entity);
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}
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void World::SetParent(EntityID entity, EntityID parent)
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{
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EntityID lastParent = m_EntityParents.at(entity);
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auto parentChildren = m_EntityChildren.equal_range(lastParent);
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for (auto it = parentChildren.first; it != parentChildren.second; it++) {
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if (it->second == entity) {
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m_EntityChildren.erase(it);
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break;
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}
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}
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m_EntityParents[entity] = parent;
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m_EntityChildren.insert(std::make_pair(parent, entity));
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}
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EntityID World::generateEntityID()
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{
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// TODO: Make EntityID generation smarter
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