#include "CollisionSystem.h" #include "World.h" void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { if (parent != 0) { auto transform = m_World->GetComponent(entity, "Transform"); auto parentTransform = m_World->GetComponent(parent, "Transform"); transform->Position[0] += parentTransform->Position[0]; transform->Position[1] += parentTransform->Position[1]; transform->Position[2] += parentTransform->Position[2]; } LOG_INFO("Updating entity %i with parent %i", entity, parent); }