#include "RenderSystem.h" #include "World.h" void Systems::RenderSystem::OnComponentCreated( std::string type, std:: shared_ptr component ) { if(type == "Model") { auto modelComponent = std::static_pointer_cast(component); } } void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID parent ) { auto modelComponent = m_World->GetComponent(entity, "Model"); if (modelComponent == nullptr) return; auto transformComponent = m_World->GetComponent(entity, "Transform"); if (transformComponent == nullptr) return; if (m_CachedModels.find(modelComponent->ModelFile) == m_CachedModels.end()) { m_CachedModels[modelComponent->ModelFile] = new Model(modelComponent->ModelFile); } Model* model = m_CachedModels[modelComponent->ModelFile]; m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation); }