Refactoring camera
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@@ -34,7 +34,7 @@ void InspectorView::commitUpdate() {}
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void InspectorView::prepareRender() {}
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void InspectorView::render() { renderGraph.render(Component::Camera()); }
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void InspectorView::render() { renderGraph.render(Component::Camera(), Component::Transform()); }
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void InspectorView::applyArea(URect ) {}
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@@ -43,7 +43,7 @@ void PlayView::keyCallback(KeyCode code, InputAction action, KeyModifier modifie
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cam = c;
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}
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});
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std::cout << cam.getCameraPosition() << std::endl;
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std::cout << tra.getPosition() << std::endl;
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std::cout << tra.getRotation() << std::endl;
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}
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if (code == KeyCode::KEY_R && action == InputAction::RELEASE) {
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@@ -40,7 +40,7 @@ void SceneView::commitUpdate() {}
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void SceneView::prepareRender() {}
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void SceneView::render() { renderGraph.render(viewportCamera); }
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void SceneView::render() { renderGraph.render(viewportCamera, Component::Transform()); }
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void SceneView::keyCallback(KeyCode code, InputAction action, KeyModifier) { cameraSystem.keyCallback(code, action); }
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