ECS improved to make it less annoying to use
AddComponent<Components::Transform>(entity, "Transform") is now AddComponent<Components::Transform>(entity) etc.
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@@ -7,8 +7,8 @@
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// if (parent == 0)
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// return;
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//
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// auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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// auto parentTransform = m_World->GetComponent<Components::Transform>(parent, "Transform");
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// auto transform = m_World->GetComponent<Components::Transform>(entity);
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// auto parentTransform = m_World->GetComponent<Components::Transform>(parent);
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//
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// transform->Position = parentTransform->Position + transform->RelativePosition;
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//}
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@@ -20,10 +20,10 @@ glm::vec3 Systems::TransformSystem::AbsolutePosition(EntityID entity)
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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//absPosition += transform->Position;
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entity = m_World->GetEntityParent(entity);
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auto transform2 = m_World->GetComponent<Components::Transform>(entity, "Transform");
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auto transform2 = m_World->GetComponent<Components::Transform>(entity);
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if (entity == 0)
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absPosition += transform->Position;
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else
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@@ -39,7 +39,7 @@ glm::quat Systems::TransformSystem::AbsoluteOrientation(EntityID entity)
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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absOrientation = transform->Orientation * absOrientation;
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entity = m_World->GetEntityParent(entity);
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} while (entity != 0);
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@@ -53,7 +53,7 @@ glm::vec3 Systems::TransformSystem::AbsoluteScale(EntityID entity)
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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absScale *= transform->Scale;
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entity = m_World->GetEntityParent(entity);
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} while (entity != 0);
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@@ -69,9 +69,9 @@ Components::Transform Systems::TransformSystem::AbsoluteTransform(EntityID entit
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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entity = m_World->GetEntityParent(entity);
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auto transform2 = m_World->GetComponent<Components::Transform>(entity, "Transform");
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auto transform2 = m_World->GetComponent<Components::Transform>(entity);
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// Position
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if (entity == 0)
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