add grid overlay
This commit is contained in:
53
thermion_dart/native/include/GridOverlay.hpp
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53
thermion_dart/native/include/GridOverlay.hpp
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#pragma once
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#include <vector>
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#include <utils/Entity.h>
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#include <filament/Engine.h>
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#include <filament/Material.h>
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#include <filament/MaterialInstance.h>
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#include <filament/Scene.h>
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#include <filament/Camera.h>
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#include <filament/View.h>
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#include <filament/Viewport.h>
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#include <gltfio/AssetLoader.h>
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#include <gltfio/FilamentAsset.h>
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#include <gltfio/FilamentInstance.h>
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#include <gltfio/ResourceLoader.h>
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#include <filament/IndexBuffer.h>
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#include <filament/InstanceBuffer.h>
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#include "material/gizmo.h"
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#include "Aabb2.h"
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namespace thermion_filament {
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using namespace filament;
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using namespace utils;
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class GridOverlay {
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public:
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GridOverlay(Engine& engine);
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void destroy();
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utils::Entity sphere() {
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return _sphereEntity;
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}
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utils::Entity grid() {
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return _gridEntity;
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}
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private:
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Engine &_engine;
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utils::Entity _gridEntity;
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utils::Entity _sphereEntity;
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Material* _material;
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MaterialInstance* _materialInstance;
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MaterialInstance* _sphereMaterialInstance;
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};
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}
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189
thermion_dart/native/src/GridOverlay.cpp
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189
thermion_dart/native/src/GridOverlay.cpp
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#include "GridOverlay.hpp"
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#include <filament/Engine.h>
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#include <utils/Entity.h>
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#include <utils/EntityManager.h>
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#include <filament/RenderableManager.h>
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#include <filament/TransformManager.h>
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#include <gltfio/math.h>
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#include "material/gizmo.h"
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#include "Log.hpp"
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namespace thermion_filament {
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using namespace filament::gltfio;
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GridOverlay::GridOverlay(Engine &engine) : _engine(engine)
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{
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auto &entityManager = EntityManager::get();
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auto &transformManager = engine.getTransformManager();
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const int gridSize = 100;
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const float gridSpacing = 1.0f;
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int vertexCount = (gridSize + 1) * 4; // 2 axes, 2 vertices per line
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float* gridVertices = new float[vertexCount * 3];
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int index = 0;
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// Create grid lines
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for (int i = 0; i <= gridSize; ++i) {
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float pos = i * gridSpacing - (gridSize * gridSpacing / 2);
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// X-axis lines
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gridVertices[index++] = pos;
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gridVertices[index++] = 0;
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gridVertices[index++] = -(gridSize * gridSpacing / 2);
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gridVertices[index++] = pos;
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gridVertices[index++] = 0;
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gridVertices[index++] = (gridSize * gridSpacing / 2);
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// Z-axis lines
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gridVertices[index++] = -(gridSize * gridSpacing / 2);
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gridVertices[index++] = 0;
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gridVertices[index++] = pos;
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gridVertices[index++] = (gridSize * gridSpacing / 2);
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gridVertices[index++] = 0;
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gridVertices[index++] = pos;
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}
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auto vb = VertexBuffer::Builder()
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.vertexCount(vertexCount)
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.bufferCount(1)
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3)
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.build(engine);
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vb->setBufferAt(engine, 0, VertexBuffer::BufferDescriptor(
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gridVertices, vertexCount * sizeof(filament::math::float3),
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[](void* buffer, size_t size, void*) { delete[] static_cast<float*>(buffer); }
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));
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uint32_t* gridIndices = new uint32_t[vertexCount];
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for (uint32_t i = 0; i < vertexCount; ++i) {
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gridIndices[i] = i;
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}
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auto ib = IndexBuffer::Builder()
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.indexCount(vertexCount)
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.bufferType(IndexBuffer::IndexType::UINT)
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.build(engine);
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ib->setBuffer(engine, IndexBuffer::BufferDescriptor(
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gridIndices, vertexCount * sizeof(uint32_t),
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[](void* buffer, size_t size, void*) { delete[] static_cast<uint32_t*>(buffer); }
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));
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_gridEntity = entityManager.create();
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// _materialInstance = _material->createInstance();
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// _materialInstance->setParameter("color", math::float3{0.5f, 0.5f, 0.5f}); // Gray color for the grid
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RenderableManager::Builder(1)
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.boundingBox({{-gridSize * gridSpacing / 2, 0, -gridSize * gridSpacing / 2},
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{gridSize * gridSpacing / 2, 0, gridSize * gridSpacing / 2}})
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// .material(0, _materialInstance)
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.geometry(0, RenderableManager::PrimitiveType::LINES, vb, ib, 0, vertexCount)
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.priority(6)
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.layerMask(0xFF, 4)
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.culling(false)
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.receiveShadows(false)
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.castShadows(false)
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.build(engine, _gridEntity);
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const float sphereRadius = 0.05f;
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const int sphereSegments = 16;
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const int sphereRings = 16;
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vertexCount = (sphereRings + 1) * (sphereSegments + 1);
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int indexCount = sphereRings * sphereSegments * 6;
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math::float3* vertices = new math::float3[vertexCount];
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uint32_t* indices = new uint32_t[indexCount];
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int vertexIndex = 0;
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// Generate sphere vertices
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for (int ring = 0; ring <= sphereRings; ++ring) {
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float theta = ring * M_PI / sphereRings;
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float sinTheta = std::sin(theta);
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float cosTheta = std::cos(theta);
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for (int segment = 0; segment <= sphereSegments; ++segment) {
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float phi = segment * 2 * M_PI / sphereSegments;
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float sinPhi = std::sin(phi);
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float cosPhi = std::cos(phi);
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float x = cosPhi * sinTheta;
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float y = cosTheta;
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float z = sinPhi * sinTheta;
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vertices[vertexIndex++] = {x * sphereRadius, y * sphereRadius, z * sphereRadius};
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}
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}
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int indexIndex = 0;
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// Generate sphere indices
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for (int ring = 0; ring < sphereRings; ++ring) {
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for (int segment = 0; segment < sphereSegments; ++segment) {
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uint32_t current = ring * (sphereSegments + 1) + segment;
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uint32_t next = current + sphereSegments + 1;
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indices[indexIndex++] = current;
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indices[indexIndex++] = next;
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indices[indexIndex++] = current + 1;
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indices[indexIndex++] = current + 1;
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indices[indexIndex++] = next;
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indices[indexIndex++] = next + 1;
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}
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}
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auto sphereVb = VertexBuffer::Builder()
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.vertexCount(vertexCount)
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.bufferCount(1)
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3)
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.build(engine);
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sphereVb->setBufferAt(engine, 0, VertexBuffer::BufferDescriptor(
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vertices, vertexCount * sizeof(math::float3),
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[](void* buffer, size_t size, void*) { delete[] static_cast<math::float3*>(buffer); }
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));
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auto sphereIb = IndexBuffer::Builder()
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.indexCount(indexCount)
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.bufferType(IndexBuffer::IndexType::UINT)
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.build(engine);
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sphereIb->setBuffer(engine, IndexBuffer::BufferDescriptor(
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indices, indexCount * sizeof(uint32_t),
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[](void* buffer, size_t size, void*) { delete[] static_cast<uint32_t*>(buffer); }
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));
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_sphereEntity = entityManager.create();
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RenderableManager::Builder(1)
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.boundingBox({{-sphereRadius, -sphereRadius, -sphereRadius},
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{sphereRadius, sphereRadius, sphereRadius}})
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.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, sphereVb, sphereIb, 0, indexCount)
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.priority(6)
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.layerMask(0xFF, 4)
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.culling(false)
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.receiveShadows(false)
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.castShadows(false)
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.build(engine, _sphereEntity);
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}
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void GridOverlay::destroy()
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{
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auto &rm = _engine.getRenderableManager();
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auto &tm = _engine.getTransformManager();
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rm.destroy(_sphereEntity);
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rm.destroy(_gridEntity);
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tm.destroy(_sphereEntity);
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tm.destroy(_gridEntity);
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_engine.destroy(_sphereEntity);
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_engine.destroy(_gridEntity);
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}
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} // namespace thermion_filament
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