Refactor SceneRendering to simplify actors impl of drawing flow at high level
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@@ -47,7 +47,7 @@ void Terrain::UpdateBounds()
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}
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BoundingSphere::FromBox(_box, _sphere);
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateGeometry(this, _sceneRenderingKey);
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
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}
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void Terrain::CacheNeighbors()
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@@ -557,11 +557,6 @@ void Terrain::Draw(RenderContext& renderContext)
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}
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}
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void Terrain::DrawGeneric(RenderContext& renderContext)
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{
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Draw(renderContext);
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}
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#if USE_EDITOR
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//#include "Engine/Debug/DebugDraw.h"
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@@ -742,7 +737,7 @@ RigidBody* Terrain::GetAttachedRigidBody() const
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void Terrain::OnEnable()
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{
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_sceneRenderingKey = GetSceneRendering()->AddGeometry(this);
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_sceneRenderingKey = GetSceneRendering()->AddActor(this);
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#if TERRAIN_USE_PHYSICS_DEBUG
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GetSceneRendering()->AddPhysicsDebug<Terrain, &Terrain::DrawPhysicsDebug>(this);
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#endif
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@@ -753,7 +748,7 @@ void Terrain::OnEnable()
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void Terrain::OnDisable()
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{
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GetSceneRendering()->RemoveGeometry(this, _sceneRenderingKey);
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GetSceneRendering()->RemoveActor(this, _sceneRenderingKey);
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#if TERRAIN_USE_PHYSICS_DEBUG
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GetSceneRendering()->RemovePhysicsDebug<Terrain, &Terrain::DrawPhysicsDebug>(this);
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#endif
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@@ -794,7 +789,7 @@ void Terrain::OnLayerChanged()
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UpdateLayerBits();
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateGeometry(this, _sceneRenderingKey);
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
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}
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void Terrain::OnActiveInTreeChanged()
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