"Proper" handling of conditional rendering of entities parented to camera or entities that should be hidden from the active local player perspective
This commit is contained in:
@@ -35,17 +35,19 @@ private:
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EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(Events::SetCamera &event);
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EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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void fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
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bool isChildOfACamera(EntityWrapper entity);
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bool isChildOfCurrentCamera(EntityWrapper entity);
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EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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};
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#endif
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@@ -27,4 +27,5 @@
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<xs:include schemaLocation="Components/Animation.xsd"/>
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<xs:include schemaLocation="Components/Fill.xsd"/>
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<xs:include schemaLocation="Components/Lifetime.xsd"/>
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<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
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</xs:schema>
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@@ -0,0 +1,2 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<HiddenForLocalPlayer xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="HiddenForLocalPlayer.xsd"/>
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@@ -0,0 +1,11 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="HiddenForLocalPlayer">
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<xs:annotation>
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<xs:documentation>Used to make the entity invisible if it's parented to the current local player entity (for first person player model and such)</xs:documentation>
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</xs:annotation>
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</xs:element>
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</xs:schema>
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Lifetime xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Animation.xsd">
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<Lifetime xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Lifetime.xsd">
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<Lifetime>0</Lifetime>
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</Animation>
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</Lifetime>
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@@ -16,7 +16,7 @@
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<xs:annotation><xs:documentation>Color tint</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Visible" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Wether the model is visible or not</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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@@ -20,7 +20,7 @@
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</Team>
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</c:Team>
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<c:Transform>
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<Orientation X="0" Y="2.24449515" Z="0"/>
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<Position X="8.60201447e-23" Y="0" Z="3.9201616e-23"/>
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</c:Transform>
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</Components>
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@@ -141,9 +141,10 @@
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<Components>
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<c:Animation>
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<Name>Hold Pos</Name>
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<Time>0.9779997896222552</Time>
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<Time>0.73515426169631848</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:HiddenForLocalPlayer/>
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<c:Model>
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<Resource>Models/AssaultAnimated.mesh</Resource>
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<Color A="1" B="0" G="0" R="1"/>
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@@ -33,6 +33,9 @@
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<xs:element ref="c:UniformScale" minOccurs="0"/>
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<xs:element ref="c:EditorWidget" minOccurs="0"/>
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<xs:element ref="c:Lifetime" minOccurs="0"/>
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<xs:element ref="c:HiddenForLocalPlayer" minOccurs="0"/>
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<xs:element ref="c:Fill" minOccurs="0"/>
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<xs:element ref="c:Animation" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -65,6 +65,7 @@ void EntityFilePreprocessor::parseComponentInfo()
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// Name
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compInfo.Name = XS::ToString(element->getName());
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bool brk = compInfo.Name == "HiddenForLocalPlayer";
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// Known allocation
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compInfo.Meta->Allocation = m_ComponentCounts[compInfo.Name];
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// Annotation
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@@ -90,7 +91,7 @@ void EntityFilePreprocessor::parseComponentInfo()
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// <xs:all>
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auto modelGroupParticle = complexTypeDefinition->getParticle();
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if (modelGroupParticle == nullptr || modelGroupParticle->getTermType() != XSParticle::TERM_MODELGROUP) {
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//LOG_ERROR("Failed to parse component definition for \"%s\": Model group particle was null or wasn't TERM_MODELGROUP!", compInfo.Name.c_str());
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LOG_ERROR("Failed to parse component definition for \"%s\": Model group particle was null or wasn't TERM_MODELGROUP!", compInfo.Name.c_str());
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continue;
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}
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auto modelGroup = modelGroupParticle->getModelGroupTerm();
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@@ -54,8 +54,12 @@ ComponentWrapper World::AttachComponent(EntityID entity, const std::string& comp
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bool World::HasComponent(EntityID entity, const std::string& componentType) const
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{
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ComponentPool* pool = m_ComponentPools.at(componentType);
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return pool->KnowsEntity(entity);
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auto it = m_ComponentPools.find(componentType);
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if (it == m_ComponentPools.end()) {
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return false;
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} else {
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return it->second->KnowsEntity(entity);
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}
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}
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ComponentWrapper World::GetComponent(EntityID entity, const std::string& componentType)
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@@ -31,6 +31,16 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e)
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return true;
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}
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bool RenderSystem::isChildOfACamera(EntityWrapper entity)
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{
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return entity.FirstParentWithComponent("Camera").Valid();
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}
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bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
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{
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return entity == m_CurrentCamera || entity.IsChildOf(m_CurrentCamera);
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}
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void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
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{
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auto models = m_World->GetComponents("Model");
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@@ -38,26 +48,25 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
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return;
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}
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for (auto& modelComponent : *models) {
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bool visible = modelComponent["Visible"];
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for (auto& cModel : *models) {
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bool visible = cModel["Visible"];
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if (!visible) {
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continue;
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}
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std::string resource = modelComponent["Resource"];
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std::string resource = cModel["Resource"];
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if (resource.empty()) {
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continue;
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}
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EntityWrapper entity(m_World, modelComponent.EntityID);
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EntityWrapper entity(m_World, cModel.EntityID);
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// Don't render the local player
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if (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) {
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if (!entity.HasComponent("HealthHUD") && entity.Name() != "Crosshair" && entity.Name() != "Weapon") { //Should work but needs to be fixed. Should only render the things "childed" to the local player camera
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continue;
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}
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// Only render children of a camera if that camera is currently active
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if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
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continue;
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}
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if ((entity.Name() == "Weapon" || entity.HasComponent("HealthHUD")) && !entity.IsChildOf(m_LocalPlayer)) {
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// Hide things parented to local player if they have the HiddenFromLocalPlayer component
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if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
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continue;
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}
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@@ -79,17 +88,17 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
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float fillPercentage = 0.f;
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glm::vec4 fillColor = glm::vec4(0);
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if(m_World->HasComponent(modelComponent.EntityID, "Fill")) {
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auto fillComponent = m_World->GetComponent(modelComponent.EntityID, "Fill");
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if(m_World->HasComponent(cModel.EntityID, "Fill")) {
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auto fillComponent = m_World->GetComponent(cModel.EntityID, "Fill");
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fillPercentage = (float)(double)fillComponent["Percentage"];
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fillColor = (glm::vec4)fillComponent["Color"];
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}
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glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, m_World);
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glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, m_World, fillColor, fillPercentage));
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, cModel, m_World, fillColor, fillPercentage));
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jobs.push_back(modelJob);
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}
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}
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