Implementing basic scene tree
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#pragma once
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#include "MinimalEngine.h"
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#include "Transform.h"
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namespace Seele
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{
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DECLARE_REF(Actor);
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DECLARE_REF(Component);
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class Actor
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{
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public:
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Actor();
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virtual ~Actor();
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void setParent(PActor parent);
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PActor getParent();
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void addChild(PActor child);
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void detachChild(PActor child);
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Array<PActor> getChildren();
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void setWorldLocation(Vector location);
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void setWorldRotation(Vector4 rotation);
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void setWorldScale(Vector scale);
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void setRelativeLocation(Vector location);
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void setRelativeRotation(Vector4 rotation);
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void setRelativeScale(Vector scale);
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void addWorldTranslation(Vector translation);
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void addWorldRotation(Vector4 rotation);
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void addWorldScale(Vector scale);
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PComponent getRootComponent();
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void setRootComponent(PComponent newRoot);
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private:
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PActor parent;
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Array<PActor> children;
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PComponent rootComponent;
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Transform transform;
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};
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DEFINE_REF(Actor);
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}
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