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#ifndef HYDRAECSTRANSFORMSYSTEM
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#define HYDRAECSTRANSFORMSYSTEM
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#include "../../engine/HydraObject.h"
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#include "../HydraSystem.h"
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#include <GLMIncludes.h>
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#include <queue>
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class HydraTransformSystem : public HydraSystem
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{
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public:
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void UpdateTransform(HydraID actor_id);
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void Initialise() override;
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protected:
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virtual void UpdateSystem(float delta_t_seconds) override;
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void InitialiseComponent(HydraID actor_id) override;
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private:
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void _UpdateChild(HydraID parent_id, HydraID actor_id, glm::mat4 parent_transform);
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void _WriteToGPU();
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HydraID m_transform_buffer_id = INVALID_HYDRA_ID;
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std::queue<HydraID> m_entities_to_update;
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std::vector<glm::mat4> m_model_matrix;
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};
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#endif /* HYDRAECSTRANSFORMSYSTEM */
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