Refactor engine to support double-precision vectors
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@@ -21,12 +21,12 @@ SpriteRender::SpriteRender(const SpawnParams& params)
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Image.Changed.Bind<SpriteRender, &SpriteRender::SetImage>(this);
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}
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Vector2 SpriteRender::GetSize() const
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Float2 SpriteRender::GetSize() const
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{
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return _size;
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}
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void SpriteRender::SetSize(const Vector2& value)
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void SpriteRender::SetSize(const Float2& value)
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{
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if (_size == value)
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return;
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@@ -118,6 +118,7 @@ void SpriteRender::Draw(RenderContext& renderContext)
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Matrix::Scaling(_size.X, _size.Y, 1.0f, m2);
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Matrix::RotationY(PI, m3);
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Matrix::Multiply(m2, m3, m1);
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// TODO: large-worlds
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if (FaceCamera)
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{
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Matrix::Billboard(_transform.Translation, view.Position, Vector3::Up, view.Direction, m2);
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