Basic movement and camera management between players and editor
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@@ -25,6 +25,7 @@ struct EntityWrapper
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bool HasComponent(const std::string& componentName);
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EntityWrapper Parent();
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EntityWrapper FirstChildByName(const std::string& name);
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bool Valid();
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ComponentWrapper operator[](const char* componentName);
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@@ -3,13 +3,18 @@
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#include "../GLM.h"
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#include "World.h"
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#include "EntityWrapper.h"
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namespace Transform
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{
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glm::vec3 AbsolutePosition(EntityWrapper entity);
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glm::vec3 AbsolutePosition(World* world, EntityID entity);
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glm::quat AbsoluteOrientation(EntityWrapper entity);
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glm::quat AbsoluteOrientation(World* world, EntityID entity);
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glm::vec3 AbsoluteScale(EntityWrapper entity);
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glm::vec3 AbsoluteScale(World* world, EntityID entity);
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glm::mat4 ModelMatrix(EntityWrapper entity);
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glm::mat4 ModelMatrix(EntityID entity, World* world);
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}
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