Turned the Transform namespace into TransformSystem so it would be able to subscribe to EntityDeleted and clean up after itself
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@@ -71,7 +71,7 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
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float minScale = (float)(double)indicator["MinScale"];
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bool hasTeam = indicator["VisibleForSingleTeamOnly"];
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isIndicator = true;
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glm::vec3 pos = Transform::AbsolutePosition(entity);
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glm::vec3 pos = TransformSystem::AbsolutePosition(entity);
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EntityWrapper entityTeam;
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@@ -138,7 +138,7 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
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modelMatrix[3][2] = pos.z;
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modelMatrix[3][3] = 1.0f;
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glm::mat4 tranformationMatrix = modelMatrix * glm::scale(Transform::AbsoluteScale(entity));
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glm::mat4 tranformationMatrix = modelMatrix * glm::scale(TransformSystem::AbsoluteScale(entity));
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glm::vec4 tmp = tranformationMatrix * glm::vec4(glm::vec3(0.5, 0.5, 0), 1.0f);
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glm::vec2 projectedTopRight = m_Camera->WorldToScreen(glm::vec3(tmp), m_Renderer->GetViewportSize());
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tmp = tranformationMatrix * glm::vec4(glm::vec3(-0.5, -0.5, 0), 1.0f);
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@@ -151,7 +151,7 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
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modelMatrix = tranformationMatrix;
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}
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else {
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modelMatrix = Transform::ModelMatrix(entity.ID, world);
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modelMatrix = TransformSystem::ModelMatrix(entity.ID, world);
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}
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@@ -250,7 +250,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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bool isShielded = m_World->HasComponent(cModel.EntityID, "Shielded") || m_World->HasComponent(cModel.EntityID, "Player");
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glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
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glm::mat4 modelMatrix = TransformSystem::ModelMatrix(cModel.EntityID, m_World);
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//Loop through all materialgroups of a model
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for (auto matGroup : model->MaterialGroups()) {
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//If the model has an explosioneffect component, we will add an explosioneffectjob
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@@ -422,7 +422,7 @@ void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World*
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}
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}
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glm::mat4 modelMatrix = Transform::ModelMatrix(textComponent.EntityID, world);
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glm::mat4 modelMatrix = TransformSystem::ModelMatrix(textComponent.EntityID, world);
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std::shared_ptr<TextJob> textJob = std::shared_ptr<TextJob>(new TextJob(modelMatrix, font, textComponent));
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jobs.push_back(textJob);
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@@ -440,8 +440,8 @@ void RenderSystem::Update(double dt)
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// Update the current camera used for rendering
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if (m_CurrentCamera.Valid()) {
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m_Camera->SetPosition(Transform::AbsolutePosition(m_CurrentCamera));
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m_Camera->SetOrientation(Transform::AbsoluteOrientation(m_CurrentCamera));
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m_Camera->SetPosition(TransformSystem::AbsolutePosition(m_CurrentCamera));
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m_Camera->SetOrientation(TransformSystem::AbsoluteOrientation(m_CurrentCamera));
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}
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RenderScene scene;
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