Implementing basic scene tree
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#include "Actor.h"
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#include "Component.h"
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using namespace Seele;
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Actor::Actor()
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{
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}
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Actor::~Actor()
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{
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}
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void Actor::setParent(PActor newParent)
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{
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parent = newParent;
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}
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void Actor::addChild(PActor child)
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{
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children.add(child);
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}
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void Actor::detachChild(PActor child)
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{
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children.remove(children.find(child), false);
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}
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void Actor::setWorldLocation(Vector location)
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{
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rootComponent->setWorldLocation(location);
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}
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void Actor::setWorldRotation(Vector4 rotation)
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{
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rootComponent->setWorldRotation(rotation);
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}
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void Actor::setWorldScale(Vector scale)
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{
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rootComponent->setWorldScale(scale);
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}
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void Actor::setRelativeLocation(Vector location)
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{
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rootComponent->setRelativeLocation(location);
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}
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void Actor::setRelativeRotation(Vector4 rotation)
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{
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rootComponent->setRelativeRotation(rotation);
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}
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void Actor::setRelativeScale(Vector scale)
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{
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rootComponent->setRelativeScale(scale);
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}
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void Actor::addWorldTranslation(Vector translation)
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{
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rootComponent->addWorldTranslation(translation);
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}
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void Actor::addWorldRotation(Vector4 rotation)
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{
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rootComponent->addWorldRotation(rotation);
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}
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void Actor::addWorldScale(Vector scale)
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{
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rootComponent->addWorldScale(scale);
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}
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PComponent Actor::getRootComponent()
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{
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return rootComponent;
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}
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void Actor::setRootComponent(PComponent newRoot)
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{
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rootComponent = newRoot;
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}
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