Merge remote-tracking branch 'origin/master' into HEAD
Conflicts: src/Engine/Rendering/CubeMapPass.cpp src/Engine/Rendering/DrawFinalPass.cpp
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@@ -29,16 +29,22 @@ struct EntityWrapper
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EntityWrapper Parent();
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
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std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
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void DeleteChildren();
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bool IsChildOf(EntityWrapper potentialParent);
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bool Valid() const;
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ComponentWrapper operator[](const char* componentName);
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ComponentWrapper operator[](const std::string& componentName);
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bool operator==(const EntityWrapper& e) const;
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bool operator!=(const EntityWrapper& e) const;
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explicit operator EntityID() const;
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private:
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EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
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EntityWrapper cloneRecursive(EntityWrapper entity, EntityWrapper parent);
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void childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent);
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};
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namespace std
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@@ -68,7 +68,7 @@ protected:
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const std::string m_ComponentType;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) = 0;
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};
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class ImpureSystem : public virtual System
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@@ -40,7 +40,7 @@ public:
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// Change the parent of an entity
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void SetParent(EntityID entity, EntityID parent);
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// Get children of an entity
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const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetChildren(EntityID entity);
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const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetDirectChildren(EntityID entity);
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// Get all component pools
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const std::unordered_map<std::string, ComponentPool*>& GetComponentPools() const { return m_ComponentPools; }
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// Get the entity children map
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