Turned the Transform namespace into TransformSystem so it would be able to subscribe to EntityDeleted and clean up after itself
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#ifndef Transform_h__
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#define Transform_h__
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#include "../GLM.h"
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#include "System.h"
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#include "EEntityDeleted.h"
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class TransformSystem : public System
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{
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public:
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TransformSystem(SystemParams params);
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//glm::mat4 AbsoluteTransformation(EntityWrapper entity);
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static glm::vec3 AbsolutePosition(EntityWrapper entity);
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static glm::vec3 AbsolutePosition(World* world, EntityID entity);
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static glm::vec3 AbsoluteOrientationEuler(EntityWrapper entity);
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static glm::quat AbsoluteOrientation(EntityWrapper entity);
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static glm::quat AbsoluteOrientation(World* world, EntityID entity);
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static glm::vec3 AbsoluteScale(EntityWrapper entity);
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static glm::vec3 AbsoluteScale(World* world, EntityID entity);
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static glm::mat4 ModelMatrix(EntityWrapper entity);
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static glm::mat4 ModelMatrix(EntityID entity, World* world);
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static glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
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static int RecalculatedPositions;
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static int RecalculatedOrientations;
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static int RecalculatedScales;
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private:
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static std::unordered_map<EntityWrapper, glm::vec3> PositionCache;
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static std::unordered_map<EntityWrapper, glm::quat> OrientationCache;
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static std::unordered_map<EntityWrapper, glm::vec3> ScaleCache;
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static std::unordered_map<EntityWrapper, glm::mat4> MatrixCache;
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EventRelay<TransformSystem, Events::EntityDeleted> m_EEntityDeleted;
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bool OnEntityDeleted(const Events::EntityDeleted& e);
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};
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#endif
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