added rotation
This commit is contained in:
26
imgui.ini
26
imgui.ini
@@ -1,6 +1,6 @@
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[Window][WindowOverViewport_11111111]
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Pos=0,24
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Size=2552,1363
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Size=2560,1371
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Collapsed=0
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[Window][Debug##Default]
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@@ -10,31 +10,31 @@ Collapsed=0
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[Window][Statistics]
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Pos=0,24
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Size=224,437
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Size=224,439
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Collapsed=0
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DockId=0x00000003,0
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[Window][Properties]
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Pos=2102,24
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Size=450,805
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Pos=2110,24
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Size=450,810
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Collapsed=0
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DockId=0x00000007,0
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[Window][Viewport]
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Pos=226,61
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Size=1874,956
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Size=1882,964
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Collapsed=0
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DockId=0x00000012,0
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[Window][Dear ImGui Demo]
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Pos=2102,831
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Size=450,556
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Pos=2110,836
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Size=450,559
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Collapsed=0
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DockId=0x00000008,0
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[Window][Scene]
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Pos=0,463
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Size=224,924
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Pos=0,465
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Size=224,930
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Collapsed=0
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DockId=0x00000004,0
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@@ -143,8 +143,8 @@ Collapsed=0
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DockId=0x00000012,1
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[Window][Assets]
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Pos=226,1019
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Size=1874,368
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Pos=226,1027
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Size=1882,368
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Collapsed=0
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DockId=0x0000000C,0
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@@ -156,12 +156,12 @@ DockId=0x0000000F,0
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[Window][##play_state_bar]
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Pos=226,24
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Size=1874,35
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Size=1882,35
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Collapsed=0
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DockId=0x00000011,0
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[Docking][Data]
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DockSpace ID=0x08BD597D Window=0x1BBC0F80 Pos=0,24 Size=2552,1363 Split=X
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DockSpace ID=0x08BD597D Window=0x1BBC0F80 Pos=0,24 Size=2560,1371 Split=X
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DockNode ID=0x00000005 Parent=0x08BD597D SizeRef=820,1386 Split=X
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DockNode ID=0x00000001 Parent=0x00000005 SizeRef=224,1386 Split=Y Selected=0xE601B12F
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DockNode ID=0x00000003 Parent=0x00000001 SizeRef=255,417 Selected=0x553E127E
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@@ -119,17 +119,15 @@ namespace OpenEngine {
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struct PhysicsBodyComponent
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{
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enum class BodyType { Static = 0, Kinematic, Dynamic };
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BodyID body;
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BodyType type = BodyType::Dynamic;
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float linear_damping = 0.05f;
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float angular_damping = 0.05f;
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float gravity_factor = 1.0f;
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EMotionType type = EMotionType::Dynamic;
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EActivation initial_activation_state = EActivation::Activate;
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ObjectLayer layer = Layers::MOVING;
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PhysicsBodyComponent() = default;
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PhysicsBodyComponent(const PhysicsBodyComponent&) = default;
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@@ -38,7 +38,9 @@ namespace OpenEngine {
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tmp_allocator = CreateRef<TempAllocatorImpl>(10 * 1024 * 1024);
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job_system = CreateRef<JobSystemThreadPool>(cMaxPhysicsJobs, cMaxPhysicsBarriers, thread::hardware_concurrency() - 1);
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job_system = CreateRef<JobSystemThreadPool>(cMaxPhysicsJobs,
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cMaxPhysicsBarriers,
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thread::hardware_concurrency() - 1);
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physics_system.Init(
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1024,
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@@ -49,10 +51,10 @@ namespace OpenEngine {
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object_vs_broadphase_layer_filter,
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object_vs_object_layer_filter);
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physics_system.SetBodyActivationListener(&body_activation_listener);
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physics_system.SetContactListener(&contact_listener);
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//physics_system.SetBodyActivationListener(&body_activation_listener);
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//physics_system.SetContactListener(&contact_listener);
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// TODO: Move out of here and check the comment on Jolt's example
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// TODO: Check the comment on Jolt's example
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physics_system.OptimizeBroadPhase();
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}
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@@ -11,6 +11,7 @@
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Jolt/Physics/EActivation.h>
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#include <Jolt/Math/Real.h>
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#include <Jolt/Math/Quat.h>
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#include <cstdint>
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#include <entt/entity/fwd.hpp>
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@@ -36,34 +37,40 @@ namespace OpenEngine {
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// Add it to the world
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body_interface->AddBody(floor->GetID(), EActivation::DontActivate);
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auto view = registry.view<PhysicsBodyComponent>();
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// TODO: Cleanup components aquisition
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auto view = registry.view<TransformComponent, PhysicsBodyComponent>();
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for (auto e : view) {
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Entity entity = { e, this };
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TransformComponent* tc;
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if (entity.HasComponent<TransformComponent>())
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tc = &entity.GetComponents<TransformComponent>();
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auto& pbc = entity.GetComponents<PhysicsBodyComponent>();
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auto& tc = entity.GetComponents<TransformComponent>();
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PhysicsShapeComponent* psc;
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PhysicsShapeComponent* psc = nullptr;
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if (entity.HasComponent<PhysicsShapeComponent>())
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psc = &entity.GetComponents<PhysicsShapeComponent>();
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glm::vec3& pos = tc.translation;
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glm::vec3& scale = tc.scale;
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glm::vec3& rot = tc.rotation;
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glm::vec3& pos = tc->translation;
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Quat quat = Quat::sEulerAngles(Vec3(rot.x, rot.y, rot.z));
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BodyCreationSettings settings(
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new BoxShape(Vec3(0.5f, 0.5f, 0.5f)),
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new BoxShape(Vec3(scale.x * 0.5, scale.y * 0.5f, scale.z * 0.5f)),
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Vec3(pos.x, pos.y, pos.z),
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Quat::sIdentity(),
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EMotionType::Dynamic,
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Layers::MOVING);
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quat,
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pbc.type,
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pbc.layer);
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settings.mLinearDamping = pbc.linear_damping;
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settings.mAngularDamping = pbc.angular_damping;
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settings.mGravityFactor = pbc.gravity_factor;
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settings.mRestitution = psc->restitution;
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settings.mFriction = psc->friction;
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if (psc != nullptr) {
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settings.mRestitution = psc->restitution;
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settings.mFriction = psc->friction;
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}
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pbc.body = body_interface->CreateAndAddBody(settings, EActivation::Activate);
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pbc.body = body_interface->CreateAndAddBody(settings, pbc.initial_activation_state);
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}
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}
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@@ -75,8 +82,8 @@ namespace OpenEngine {
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auto& pbc = entity.GetComponents<PhysicsBodyComponent>();
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physics_engine.GetBodyInterface().RemoveBody(pbc.body);
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physics_engine.GetBodyInterface().DestroyBody(pbc.body);
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body_interface->RemoveBody(pbc.body);
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body_interface->DestroyBody(pbc.body);
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}
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}
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@@ -156,7 +163,6 @@ namespace OpenEngine {
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body_interface->SetRestitution(body.body, shape->restitution);
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body_interface->SetFriction(body.body, shape->friction);
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body_interface->SetGravityFactor(body.body, body.gravity_factor);
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}
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}
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@@ -169,10 +175,17 @@ namespace OpenEngine {
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auto& transform = entity.GetComponents<TransformComponent>();
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auto& body = entity.GetComponents<PhysicsBodyComponent>();
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auto position = physics_engine.GetBodyInterface().GetPosition(body.body);
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auto position = body_interface->GetPosition(body.body);
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auto rotation = body_interface->GetRotation(body.body).GetEulerAngles();
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transform.translation.x = position.GetX();
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transform.translation.y = position.GetY();
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transform.translation.z = position.GetZ();
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transform.rotation.x = rotation.GetX();
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transform.rotation.y = rotation.GetY();
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transform.rotation.z = rotation.GetZ();
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body_interface->SetGravityFactor(body.body, body.gravity_factor);
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}
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SceneCamera* main_camera = nullptr;
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@@ -194,16 +207,16 @@ namespace OpenEngine {
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auto view = registry.view<TransformComponent, MeshComponent>();
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for (const auto& entity : view) {
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auto [transform, mesh] = view.get<TransformComponent, MeshComponent>(entity);
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for (const auto& e : view) {
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auto [transform, mesh] = view.get<TransformComponent, MeshComponent>(e);
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Material material;
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Material* material;
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Entity _entity(entity, this);
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if (_entity.HasComponent<MaterialComponent>())
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material = _entity.GetComponents<MaterialComponent>().material;
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Entity entity(e, this);
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if (entity.HasComponent<MaterialComponent>())
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material = &entity.GetComponents<MaterialComponent>().material;
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Renderer3D::DrawMesh(mesh.mesh, material, GetTransformFromComp(transform));
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Renderer3D::DrawMesh(mesh.mesh, *material, GetTransformFromComp(transform));
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/*
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if (sprite.texture)
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Renderer2D::DrawQuad(GetTransformFromComp(transform),
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