Turned the Transform namespace into TransformSystem so it would be able to subscribe to EntityDeleted and clean up after itself

This commit is contained in:
2016-03-13 00:55:53 +01:00
parent f6113b9d9c
commit a1fda82d3a
31 changed files with 311 additions and 128 deletions
@@ -7,7 +7,7 @@
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "RenderJob.h"
#include "../Core/Transform.h"
#include "../Core/TransformSystem.h"
#include "../Core/World.h"
struct DirectionalLightJob : RenderJob
@@ -16,7 +16,7 @@ struct DirectionalLightJob : RenderJob
: RenderJob()
{
Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
Direction = glm::vec4(0,0,-1,0) * glm::inverse(TransformSystem::AbsoluteOrientation(m_World, transformComponent.EntityID));
//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
Color = (glm::vec4)directionalLightComponent["Color"];
Intensity = (double)directionalLightComponent["Intensity"];