One hell of a GUI interface (minus graphical)
"how does this even work lol"
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@@ -2,7 +2,7 @@
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#include "RenderSystem.h"
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#include "World.h"
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void Systems::RenderSystem::RegisterResourceTypes(ResourceManager* rm)
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void Systems::RenderSystem::RegisterResourceTypes(std::shared_ptr<::ResourceManager> rm)
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{
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rm->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName)); });
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rm->RegisterType("OBJ", [](std::string resourceName) { return new OBJ(resourceName); });
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@@ -21,100 +21,99 @@ void Systems::RenderSystem::RegisterComponents(ComponentFactory* cf)
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void Systems::RenderSystem::OnEntityCommit(EntityID entity)
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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//auto transform = m_World->GetComponent<Components::Transform>(entity);
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auto camera = m_World->GetComponent<Components::Camera>(entity);
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if (transform && camera)
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{
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m_Renderer->RegisterCamera(entity, camera->FOV, camera->NearClip, camera->FarClip);
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m_Renderer->UpdateCamera(entity, m_TransformSystem->AbsolutePosition(entity), m_TransformSystem->AbsoluteOrientation(entity), camera->FOV, camera->NearClip, camera->FarClip);
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}
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//auto camera = m_World->GetComponent<Components::Camera>(entity);
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//if (transform && camera)
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//{
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// m_Renderer->RegisterCamera(entity, camera->FOV, camera->NearClip, camera->FarClip);
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// m_Renderer->UpdateCamera(entity, m_TransformSystem->AbsolutePosition(entity), m_TransformSystem->AbsoluteOrientation(entity), camera->FOV, camera->NearClip, camera->FarClip);
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//}
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auto viewport = m_World->GetComponent<Components::Viewport>(entity);
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if (viewport)
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{
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m_Renderer->RegisterViewport(entity, viewport->Left, viewport->Top, viewport->Right, viewport->Bottom);
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if (viewport->Camera != 0)
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{
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m_Renderer->UpdateViewport(entity, viewport->Camera);
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}
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}
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//auto viewport = m_World->GetComponent<Components::Viewport>(entity);
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//if (viewport)
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//{
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// m_Renderer->RegisterViewport(entity, viewport->Left, viewport->Top, viewport->Right, viewport->Bottom);
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// if (viewport->Camera != 0)
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// {
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// m_Renderer->UpdateViewport(entity, viewport->Camera);
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// }
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//}
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}
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void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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auto templateComponent = m_World->GetComponent<Components::Template>(entity);
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if (templateComponent)
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return;
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//auto templateComponent = m_World->GetComponent<Components::Template>(entity);
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//if (templateComponent)
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// return;
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
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//auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
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// Draw models
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auto modelComponent = m_World->GetComponent<Components::Model>(entity);
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if (transformComponent && modelComponent)
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{
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auto model = m_World->GetResourceManager()->Load<Model>("Model", modelComponent->ModelFile);
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if (model)
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{
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/*glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
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glm::quat orientation = m_TransformSystem->AbsoluteOrientation(entity);
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glm::vec3 scale = m_TransformSystem->AbsoluteScale(entity);*/
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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m_Renderer->AddModelToDraw(model, absoluteTransform.Position, absoluteTransform.Orientation, absoluteTransform.Scale, modelComponent->Visible, modelComponent->ShadowCaster);
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}
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}
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//// Draw models
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//auto modelComponent = m_World->GetComponent<Components::Model>(entity);
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//if (transformComponent && modelComponent)
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//{
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// auto model = m_World->ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
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// if (model)
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// {
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// /*glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
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// glm::quat orientation = m_TransformSystem->AbsoluteOrientation(entity);
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// glm::vec3 scale = m_TransformSystem->AbsoluteScale(entity);*/
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// Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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// m_Renderer->AddModelToDraw(model, absoluteTransform.Position, absoluteTransform.Orientation, absoluteTransform.Scale, modelComponent->Visible, modelComponent->ShadowCaster);
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// }
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//}
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auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
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if (transformComponent && pointLightComponent)
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{
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glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
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m_Renderer->AddPointLightToDraw(
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position,
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pointLightComponent->Specular,
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pointLightComponent->Diffuse,
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pointLightComponent->specularExponent,
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pointLightComponent->ConstantAttenuation,
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pointLightComponent->LinearAttenuation,
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pointLightComponent->QuadraticAttenuation
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);
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}
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//auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
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//if (transformComponent && pointLightComponent)
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//{
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// glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
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// m_Renderer->AddPointLightToDraw(
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// position,
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// pointLightComponent->Specular,
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// pointLightComponent->Diffuse,
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// pointLightComponent->specularExponent,
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// pointLightComponent->ConstantAttenuation,
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// pointLightComponent->LinearAttenuation,
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// pointLightComponent->QuadraticAttenuation
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// );
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//}
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auto cameraComponent = m_World->GetComponent<Components::Camera>(entity);
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if (transformComponent && cameraComponent)
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{
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m_Renderer->UpdateCamera(entity
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, m_TransformSystem->AbsolutePosition(entity)
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, m_TransformSystem->AbsoluteOrientation(entity)
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, cameraComponent->FOV
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, cameraComponent->NearClip
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, cameraComponent->FarClip);
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}
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//auto cameraComponent = m_World->GetComponent<Components::Camera>(entity);
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//if (transformComponent && cameraComponent)
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//{
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// m_Renderer->UpdateCamera(entity
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// , m_TransformSystem->AbsolutePosition(entity)
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// , m_TransformSystem->AbsoluteOrientation(entity)
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// , cameraComponent->FOV
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// , cameraComponent->NearClip
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// , cameraComponent->FarClip);
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//}
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auto viewportComponent = m_World->GetComponent<Components::Viewport>(entity);
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if (viewportComponent)
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{
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if (viewportComponent->Camera != 0)
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{
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m_Renderer->UpdateViewport(entity, viewportComponent->Camera);
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}
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}
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//auto viewportComponent = m_World->GetComponent<Components::Viewport>(entity);
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//if (viewportComponent)
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//{
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// if (viewportComponent->Camera != 0)
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// {
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// m_Renderer->UpdateViewport(entity, viewportComponent->Camera);
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// }
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//}
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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if (transformComponent && spriteComponent)
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{
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//TEMP
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Texture* texture = m_World->GetResourceManager()->Load<Texture>("Texture", spriteComponent->SpriteFile);
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//glBindTexture(GL_TEXTURE_2D, texture);
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auto transform = m_World->GetComponent<Components::Transform>(spriteComponent->Entity);
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glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(transform->Orientation).z, glm::vec3(0, 0, -1));
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m_Renderer->AddTextureToDraw(texture, transform->Position, orientation2D, transform->Scale);
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}
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//auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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//if (transformComponent && spriteComponent)
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//{
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// //TEMP
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// Texture* texture = m_World->ResourceManager->Load<Texture>("Texture", spriteComponent->SpriteFile);
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// //glBindTexture(GL_TEXTURE_2D, texture);
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// auto transform = m_World->GetComponent<Components::Transform>(spriteComponent->Entity);
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// glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(transform->Orientation).z, glm::vec3(0, 0, -1));
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// m_Renderer->AddTextureToDraw(texture, transform->Position, orientation2D, transform->Scale);
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//}
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}
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void Systems::RenderSystem::Initialize()
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{
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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m_Renderer->SetSphereModel(m_World->GetResourceManager()->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj"));
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}
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//m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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//m_Renderer->SetSphereModel(m_World->ResourceManager->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj"));
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}
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