Basic movement and camera management between players and editor
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@@ -119,11 +119,12 @@ void RenderSystem::Update(double dt)
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{
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m_EventBroker->Process<RenderSystem>();
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if (m_CurrentCamera) {
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ComponentWrapper cameraTransform = m_CurrentCamera["Transform"];
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m_Camera->SetPosition(cameraTransform["Position"]);
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m_Camera->SetOrientation(glm::quat((const glm::vec3&)cameraTransform["Orientation"]));
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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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}
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//Only supports opaque geometry atm
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RenderScene scene;
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