refactoring scene rendering
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@@ -96,11 +96,11 @@ namespace Nuake
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PhysicsManager::Get()->Step(ts);
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auto brushes = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent>();
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for (auto e : brushes)
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for (auto e : brushes)
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{
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auto [transform, brush] = brushes.get<TransformComponent, BSPBrushComponent>(e);
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for (auto& r : brush.Rigidbody)
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for (auto& r : brush.Rigidbody)
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{
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r->m_Transform->setOrigin(btVector3(transform.GlobalTranslation.x, transform.GlobalTranslation.y, transform.GlobalTranslation.z));
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r->UpdateTransform(*r->m_Transform);
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@@ -111,11 +111,11 @@ namespace Nuake
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brush.Targets.clear();
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auto targetnameView = m_Scene->m_Registry.view<TransformComponent, NameComponent>();
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for (auto e2 : targetnameView)
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for (auto e2 : targetnameView)
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{
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auto [ttransform, name] = targetnameView.get<TransformComponent, NameComponent>(e2);
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if (name.Name == brush.target)
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if (name.Name == brush.target)
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{
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brush.Targets.push_back(Entity{ e2, m_Scene });
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}
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@@ -124,14 +124,14 @@ namespace Nuake
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auto bspTriggerView = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent, TriggerZone>();
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for (auto e : bspTriggerView)
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for (auto e : bspTriggerView)
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{
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auto [transform, brush, trigger] = bspTriggerView.get<TransformComponent, BSPBrushComponent, TriggerZone>(e);
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trigger.GhostObject->ScanOverlap();
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brush.Targets.clear();
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auto targetnameView = m_Scene->m_Registry.view<TransformComponent, NameComponent>();
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for (auto e2 : targetnameView)
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for (auto e2 : targetnameView)
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{
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auto [ttransform, name] = targetnameView.get<TransformComponent, NameComponent>(e2);
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@@ -156,7 +156,7 @@ namespace Nuake
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void PhysicsSystem::FixedUpdate(Timestep ts)
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{
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}
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void PhysicsSystem::Exit()
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