Basic Entity Components implementation
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@ -1,6 +1,7 @@
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#include "Util.h"
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void PrintSceneTree(Node& node, int depth) {
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/*
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* void PrintSceneTree(Node& node, int depth) {
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// Indent name based on depth
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std::cout << " ";
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for (int i = 0; i < depth; i++) {
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@ -30,3 +31,5 @@ glm::mat4 CalculateModelMat(Transform& transform) {
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return tran * rot * scale;
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}
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*/
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