GLTF 2.0 support, Updated Scripting, Fixed point light shadowing, Added editor focus camera
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@@ -33,6 +33,8 @@ namespace Nuake {
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RegisterMethod("GetTranslation_(_)", (void*)GetTranslation);
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RegisterMethod("SetTranslation_(_,_,_,_)", (void*)SetTranslation);
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RegisterMethod("GetRotation_(_)", (void*)GetRotation);
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RegisterMethod("SetRotation_(_,_,_,_)", (void*)SetRotation);
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RegisterMethod("SetLightIntensity_(_,_)", (void*)SetLightIntensity);
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RegisterMethod("GetLightIntensity_(_)", (void*)GetLightIntensity);
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@@ -234,6 +236,36 @@ namespace Nuake {
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wrenInsertInList(vm, 0, 2, 3);
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}
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static void GetRotation(WrenVM* vm)
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{
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int handle = wrenGetSlotDouble(vm, 1);
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Entity ent = Entity((entt::entity)handle, Engine::GetCurrentScene().get());
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auto& transform = ent.GetComponent<TransformComponent>();
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// set the slots
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wrenSetSlotDouble(vm, 1, transform.Rotation.x);
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wrenSetSlotDouble(vm, 2, transform.Rotation.y);
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wrenSetSlotDouble(vm, 3, transform.Rotation.z);
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// Fill the list
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wrenSetSlotNewList(vm, 0);
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wrenInsertInList(vm, 0, 0, 1);
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wrenInsertInList(vm, 0, 1, 2);
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wrenInsertInList(vm, 0, 2, 3);
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}
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static void SetRotation(WrenVM* vm)
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{
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int handle = wrenGetSlotDouble(vm, 1);
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Entity ent = Entity((entt::entity)handle, Engine::GetCurrentScene().get());
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auto& transform = ent.GetComponent<TransformComponent>();
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// set the slots
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float x = wrenGetSlotDouble(vm, 2);
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float y = wrenGetSlotDouble(vm, 3);
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float z = wrenGetSlotDouble(vm, 4);
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transform.Rotation = Vector3(x, y, z);
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}
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static void SetTranslation(WrenVM* vm)
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{
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int handle = wrenGetSlotDouble(vm, 1);
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