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Comment malfunctioning encoding/decoding code from RenderEngine
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@@ -306,164 +306,164 @@ void RenderEngine::serialize(std::vector<char>& dataStream, size_t& offset) {
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// camera->scaling
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const glm::vec2 scaling = _mainCamera->scaling();
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const psc position = _mainCamera->position();
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//const psc origin = OsEng.interactionHandler().getOrigin();
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//const pss pssl = (position - origin).length();
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//_mainCamera->cameraDirection()
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//const glm::vec2 scaling = _mainCamera->scaling();
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//const psc position = _mainCamera->position();
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////const psc origin = OsEng.interactionHandler().getOrigin();
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////const pss pssl = (position - origin).length();
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////_mainCamera->cameraDirection()
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union storage {
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float value;
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std::array<char, 4> representation;
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} s;
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//union storage {
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// float value;
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// std::array<char, 4> representation;
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//} s;
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s.value = _mainCamera->cameraDirection().x;
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dataStream[offset++] = s.representation[0];
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dataStream[offset++] = s.representation[1];
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dataStream[offset++] = s.representation[2];
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dataStream[offset++] = s.representation[3];
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//s.value = _mainCamera->cameraDirection().x;
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//dataStream[offset++] = s.representation[0];
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//dataStream[offset++] = s.representation[1];
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//dataStream[offset++] = s.representation[2];
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//dataStream[offset++] = s.representation[3];
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s.value = _mainCamera->cameraDirection().y;
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dataStream[offset++] = s.representation[0];
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dataStream[offset++] = s.representation[1];
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dataStream[offset++] = s.representation[2];
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dataStream[offset++] = s.representation[3];
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//s.value = _mainCamera->cameraDirection().y;
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//dataStream[offset++] = s.representation[0];
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//dataStream[offset++] = s.representation[1];
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//dataStream[offset++] = s.representation[2];
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//dataStream[offset++] = s.representation[3];
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s.value = _mainCamera->cameraDirection().z;
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dataStream[offset++] = s.representation[0];
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dataStream[offset++] = s.representation[1];
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dataStream[offset++] = s.representation[2];
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dataStream[offset++] = s.representation[3];
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//s.value = _mainCamera->cameraDirection().z;
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//dataStream[offset++] = s.representation[0];
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//dataStream[offset++] = s.representation[1];
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//dataStream[offset++] = s.representation[2];
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//dataStream[offset++] = s.representation[3];
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s.value = _mainCamera->rotation().x;
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dataStream[offset++] = s.representation[0];
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dataStream[offset++] = s.representation[1];
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dataStream[offset++] = s.representation[2];
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dataStream[offset++] = s.representation[3];
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//s.value = _mainCamera->rotation().x;
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//dataStream[offset++] = s.representation[0];
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//dataStream[offset++] = s.representation[1];
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//dataStream[offset++] = s.representation[2];
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//dataStream[offset++] = s.representation[3];
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s.value = _mainCamera->rotation().y;
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dataStream[offset++] = s.representation[0];
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dataStream[offset++] = s.representation[1];
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dataStream[offset++] = s.representation[2];
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dataStream[offset++] = s.representation[3];
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//s.value = _mainCamera->rotation().y;
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//dataStream[offset++] = s.representation[0];
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//dataStream[offset++] = s.representation[1];
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//dataStream[offset++] = s.representation[2];
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//dataStream[offset++] = s.representation[3];
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s.value = _mainCamera->rotation().z;
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dataStream[offset++] = s.representation[0];
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dataStream[offset++] = s.representation[1];
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dataStream[offset++] = s.representation[2];
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dataStream[offset++] = s.representation[3];
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//s.value = _mainCamera->rotation().z;
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//dataStream[offset++] = s.representation[0];
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//dataStream[offset++] = s.representation[1];
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//dataStream[offset++] = s.representation[2];
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//dataStream[offset++] = s.representation[3];
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s.value = _mainCamera->rotation().w;
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dataStream[offset++] = s.representation[0];
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dataStream[offset++] = s.representation[1];
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dataStream[offset++] = s.representation[2];
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dataStream[offset++] = s.representation[3];
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//s.value = _mainCamera->rotation().w;
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//dataStream[offset++] = s.representation[0];
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//dataStream[offset++] = s.representation[1];
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//dataStream[offset++] = s.representation[2];
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//dataStream[offset++] = s.representation[3];
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s.value = _mainCamera->position().vec4().x;
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dataStream[offset++] = s.representation[0];
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dataStream[offset++] = s.representation[1];
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dataStream[offset++] = s.representation[2];
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dataStream[offset++] = s.representation[3];
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//s.value = _mainCamera->position().vec4().x;
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//dataStream[offset++] = s.representation[0];
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//dataStream[offset++] = s.representation[1];
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//dataStream[offset++] = s.representation[2];
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//dataStream[offset++] = s.representation[3];
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s.value = _mainCamera->position().vec4().y;
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dataStream[offset++] = s.representation[0];
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dataStream[offset++] = s.representation[1];
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dataStream[offset++] = s.representation[2];
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dataStream[offset++] = s.representation[3];
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//s.value = _mainCamera->position().vec4().y;
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//dataStream[offset++] = s.representation[0];
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//dataStream[offset++] = s.representation[1];
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//dataStream[offset++] = s.representation[2];
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//dataStream[offset++] = s.representation[3];
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s.value = _mainCamera->position().vec4().z;
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dataStream[offset++] = s.representation[0];
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dataStream[offset++] = s.representation[1];
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dataStream[offset++] = s.representation[2];
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dataStream[offset++] = s.representation[3];
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//s.value = _mainCamera->position().vec4().z;
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//dataStream[offset++] = s.representation[0];
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//dataStream[offset++] = s.representation[1];
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//dataStream[offset++] = s.representation[2];
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//dataStream[offset++] = s.representation[3];
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s.value = _mainCamera->position().vec4().w;
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dataStream[offset++] = s.representation[0];
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dataStream[offset++] = s.representation[1];
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dataStream[offset++] = s.representation[2];
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dataStream[offset++] = s.representation[3];
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//s.value = _mainCamera->position().vec4().w;
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//dataStream[offset++] = s.representation[0];
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//dataStream[offset++] = s.representation[1];
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//dataStream[offset++] = s.representation[2];
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//dataStream[offset++] = s.representation[3];
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}
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void RenderEngine::deserialize(const std::vector<char>& dataStream, size_t& offset) {
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// TODO: This has to be redone properly (ab)
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union storage {
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float value;
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std::array<char, 4> representation;
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} s;
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// union storage {
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// float value;
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// std::array<char, 4> representation;
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// } s;
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glm::vec3 cameraDirection;
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s.representation[0] = dataStream[offset++];
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s.representation[1] = dataStream[offset++];
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s.representation[2] = dataStream[offset++];
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s.representation[3] = dataStream[offset++];
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cameraDirection.x = s.value;
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// glm::vec3 cameraDirection;
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// s.representation[0] = dataStream[offset++];
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// s.representation[1] = dataStream[offset++];
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// s.representation[2] = dataStream[offset++];
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// s.representation[3] = dataStream[offset++];
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// cameraDirection.x = s.value;
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s.representation[0] = dataStream[offset++];
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s.representation[1] = dataStream[offset++];
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s.representation[2] = dataStream[offset++];
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s.representation[3] = dataStream[offset++];
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cameraDirection.y = s.value;
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// s.representation[0] = dataStream[offset++];
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// s.representation[1] = dataStream[offset++];
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// s.representation[2] = dataStream[offset++];
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// s.representation[3] = dataStream[offset++];
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// cameraDirection.y = s.value;
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s.representation[0] = dataStream[offset++];
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s.representation[1] = dataStream[offset++];
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s.representation[2] = dataStream[offset++];
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s.representation[3] = dataStream[offset++];
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cameraDirection.z = s.value;
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_mainCamera->setCameraDirection(cameraDirection);
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// s.representation[0] = dataStream[offset++];
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// s.representation[1] = dataStream[offset++];
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// s.representation[2] = dataStream[offset++];
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// s.representation[3] = dataStream[offset++];
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// cameraDirection.z = s.value;
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// _mainCamera->setCameraDirection(cameraDirection);
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glm::quat rotation;
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s.representation[0] = dataStream[offset++];
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s.representation[1] = dataStream[offset++];
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s.representation[2] = dataStream[offset++];
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s.representation[3] = dataStream[offset++];
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rotation.x = s.value;
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// glm::quat rotation;
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// s.representation[0] = dataStream[offset++];
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// s.representation[1] = dataStream[offset++];
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// s.representation[2] = dataStream[offset++];
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// s.representation[3] = dataStream[offset++];
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// rotation.x = s.value;
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s.representation[0] = dataStream[offset++];
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s.representation[1] = dataStream[offset++];
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s.representation[2] = dataStream[offset++];
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s.representation[3] = dataStream[offset++];
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rotation.y = s.value;
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// s.representation[0] = dataStream[offset++];
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// s.representation[1] = dataStream[offset++];
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// s.representation[2] = dataStream[offset++];
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// s.representation[3] = dataStream[offset++];
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// rotation.y = s.value;
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s.representation[0] = dataStream[offset++];
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s.representation[1] = dataStream[offset++];
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s.representation[2] = dataStream[offset++];
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s.representation[3] = dataStream[offset++];
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rotation.z = s.value;
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// s.representation[0] = dataStream[offset++];
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// s.representation[1] = dataStream[offset++];
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// s.representation[2] = dataStream[offset++];
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// s.representation[3] = dataStream[offset++];
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// rotation.z = s.value;
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s.representation[0] = dataStream[offset++];
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s.representation[1] = dataStream[offset++];
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s.representation[2] = dataStream[offset++];
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s.representation[3] = dataStream[offset++];
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rotation.w = s.value;
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_mainCamera->setRotation(rotation);
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// s.representation[0] = dataStream[offset++];
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// s.representation[1] = dataStream[offset++];
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// s.representation[2] = dataStream[offset++];
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// s.representation[3] = dataStream[offset++];
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// rotation.w = s.value;
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// _mainCamera->setRotation(rotation);
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glm::vec4 position;
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s.representation[0] = dataStream[offset++];
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s.representation[1] = dataStream[offset++];
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s.representation[2] = dataStream[offset++];
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s.representation[3] = dataStream[offset++];
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position.x = s.value;
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// glm::vec4 position;
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// s.representation[0] = dataStream[offset++];
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// s.representation[1] = dataStream[offset++];
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// s.representation[2] = dataStream[offset++];
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// s.representation[3] = dataStream[offset++];
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// position.x = s.value;
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s.representation[0] = dataStream[offset++];
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s.representation[1] = dataStream[offset++];
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s.representation[2] = dataStream[offset++];
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s.representation[3] = dataStream[offset++];
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position.y = s.value;
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// s.representation[0] = dataStream[offset++];
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// s.representation[1] = dataStream[offset++];
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// s.representation[2] = dataStream[offset++];
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// s.representation[3] = dataStream[offset++];
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// position.y = s.value;
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s.representation[0] = dataStream[offset++];
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s.representation[1] = dataStream[offset++];
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s.representation[2] = dataStream[offset++];
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s.representation[3] = dataStream[offset++];
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position.z = s.value;
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// s.representation[0] = dataStream[offset++];
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// s.representation[1] = dataStream[offset++];
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// s.representation[2] = dataStream[offset++];
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// s.representation[3] = dataStream[offset++];
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// position.z = s.value;
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s.representation[0] = dataStream[offset++];
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s.representation[1] = dataStream[offset++];
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s.representation[2] = dataStream[offset++];
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s.representation[3] = dataStream[offset++];
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position.w = s.value;
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// s.representation[0] = dataStream[offset++];
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// s.representation[1] = dataStream[offset++];
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// s.representation[2] = dataStream[offset++];
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// s.representation[3] = dataStream[offset++];
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// position.w = s.value;
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_mainCamera->setPosition(position);
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//_mainCamera->setPosition(position);
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}
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Camera* RenderEngine::camera() const {
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