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| Author | SHA1 | Date | |
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| 3f9866b334 |
@@ -4,11 +4,11 @@
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#include "../GLM.h"
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#include "../GLM.h"
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#include "World.h"
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#include "World.h"
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#include "EntityWrapper.h"
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#include "EntityWrapper.h"
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#include "System.h"
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namespace Transform
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namespace Transform
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{
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{
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glm::mat4 AbsoluteTransformation(EntityWrapper entity);
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glm::vec3 AbsolutePosition(EntityWrapper entity);
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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::vec3 AbsolutePosition(World* world, EntityID entity);
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glm::vec3 AbsoluteOrientationEuler(EntityWrapper entity);
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glm::vec3 AbsoluteOrientationEuler(EntityWrapper entity);
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@@ -20,6 +20,16 @@ glm::mat4 ModelMatrix(EntityWrapper entity);
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glm::mat4 ModelMatrix(EntityID entity, World* world);
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glm::mat4 ModelMatrix(EntityID entity, World* world);
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glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
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glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix);
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class ClearCache : public ImpureSystem
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{
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public:
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ClearCache(SystemParams params)
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: System(params)
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{ }
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virtual void Update(double dt) override;
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};
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}
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}
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#endif
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#endif
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@@ -621,7 +621,7 @@ boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeM
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ComponentWrapper& cAABB = entity["AABB"];
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ComponentWrapper& cAABB = entity["AABB"];
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modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
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modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
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} else if (entity.HasComponent("Model")) {
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} else if (entity.HasComponent("Model")) {
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std::string res = entity["Model"]["Resource"];
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const std::string& res = entity["Model"]["Resource"];
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if (res.empty()) {
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if (res.empty()) {
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return boost::none;
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return boost::none;
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}
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}
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@@ -638,7 +638,7 @@ boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeM
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return boost::none;
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return boost::none;
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}
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}
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glm::mat4 modelMat = Transform::AbsoluteTransformation(entity);
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glm::mat4 modelMat = Transform::ModelMatrix(entity);
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glm::vec3 mini(INFINITY);
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glm::vec3 mini(INFINITY);
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glm::vec3 maxi(-INFINITY);
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glm::vec3 maxi(-INFINITY);
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glm::vec3 maxCorner = modelSpaceBox.MaxCorner();
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glm::vec3 maxCorner = modelSpaceBox.MaxCorner();
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@@ -1,16 +1,6 @@
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#include "Core/Transform.h"
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#include "Core/Transform.h"
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glm::mat4 Transform::AbsoluteTransformation(EntityWrapper entity)
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static std::unordered_map<EntityWrapper, glm::mat4> MatrixCache;
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{
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glm::mat4 t = glm::mat4(1.f);
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while (entity.Valid()) {
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t = glm::translate((glm::vec3&)entity["Transform"]["Position"]) * glm::toMat4(glm::quat((glm::vec3&)entity["Transform"]["Orientation"])) * glm::scale((glm::vec3&)entity["Transform"]["Scale"]) * t;
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entity = entity.Parent();
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}
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return t;
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}
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glm::vec3 Transform::AbsolutePosition(EntityWrapper entity)
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glm::vec3 Transform::AbsolutePosition(EntityWrapper entity)
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{
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{
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@@ -80,24 +70,36 @@ glm::vec3 Transform::AbsoluteScale(World* world, EntityID entity)
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return scale;
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return scale;
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}
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}
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glm::mat4 Transform::ModelMatrix(EntityWrapper entity)
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{
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return ModelMatrix(entity.ID, entity.World);
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}
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glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
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glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
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{
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{
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return AbsoluteTransformation(EntityWrapper(world, entity));
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return ModelMatrix(EntityWrapper(world, entity));
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//glm::vec3 position = Transform::AbsolutePosition(world, entity);
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//glm::quat orientation = Transform::AbsoluteOrientation(world, entity);
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//glm::vec3 scale = Transform::AbsoluteScale(world, entity);
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//glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
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//return modelMatrix;
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}
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}
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glm::vec3 Transform::TransformPoint(const glm::vec3& point, const glm::mat4& matrix)
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glm::vec3 Transform::TransformPoint(const glm::vec3& point, const glm::mat4& matrix)
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{
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{
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return glm::vec3(matrix * glm::vec4(point.x, point.y, point.z, 1));
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return glm::vec3(matrix * glm::vec4(point.x, point.y, point.z, 1));
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}
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}
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glm::mat4 Transform::ModelMatrix(EntityWrapper entity)
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{
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auto cacheIt = MatrixCache.find(entity);
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if (cacheIt != MatrixCache.end()) {
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return cacheIt->second;
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}
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ComponentWrapper cTransform = entity["Transform"];
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glm::mat4 t = glm::translate((const glm::vec3&)cTransform["Position"]) * glm::toMat4(glm::quat((const glm::vec3&)cTransform["Orientation"])) * glm::scale((const glm::vec3&)cTransform["Scale"]);
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EntityWrapper parent = entity.Parent();
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if (parent.Valid()) {
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t = ModelMatrix(parent) * t;
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}
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MatrixCache[entity] = t;
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return t;
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}
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void Transform::ClearCache::Update(double dt)
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{
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MatrixCache.clear();
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}
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@@ -184,7 +184,7 @@ bool RenderSystem::isEntityVisible(EntityWrapper& entity)
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}
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}
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// Hide things parented to local player if they have the HiddenFromLocalPlayer component
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// Hide things parented to local player if they have the HiddenFromLocalPlayer component
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bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
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bool outOfBodyExperience = false; // ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false); // APPARENTLY THIS IS REALLY SLOW
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if (
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if (
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(entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid())
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(entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid())
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&& (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))
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&& (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))
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+4
-1
@@ -42,7 +42,6 @@
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#include "Game/Systems/StartSystem.h"
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#include "Game/Systems/StartSystem.h"
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#include "Rendering/TextureSprite.h"
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#include "Rendering/TextureSprite.h"
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Game::Game(int argc, char* argv[])
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Game::Game(int argc, char* argv[])
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{
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{
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parseArgs(argc, argv);
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parseArgs(argc, argv);
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@@ -159,6 +158,8 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<StartSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<StartSystem>(updateOrderLevel);
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// Populate Octree with collidables
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// Populate Octree with collidables
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++updateOrderLevel;
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<Transform::ClearCache>(updateOrderLevel);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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@@ -174,6 +175,8 @@ Game::Game(int argc, char* argv[])
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++updateOrderLevel;
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<Transform::ClearCache>(updateOrderLevel);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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