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* wip on spinning ecommerce, drag detection in interactables * helper functions and API for transform up, right, fwd. Can still call as TransformComponent.up(entity) but we can also call it on an instance of a transformcomponent (e.g. transform.up() ) * removing the helper functions we're not allowed to write * updating how the helper functions work, removing the stored constants in favor of a returned "out" Vector * wip on gizmo changes * WIP on refactoring inputs * adding ordering to InputComponent's useExecuteWithInput subsystems as part of the new InputExecutionSystemGroup * button states updates * dragging and rotating states hammered out, need to test and replace the logic in InteractableComponent in favor of drag detection inside of productComponent instead * massive simplification of dragging and rotating events per button, simplified interactablecomponent based on this change, enables ecommerce interactions, gizmo cleanup * reverting interaction alias changes * adding inputSource Entity to button state * no longer setting drag to false on mouse up, should reflect state similarly to pressed camera orbit system now requires dragging to be true before it captures input and begins orbiting InteractableComponent now requires dragging to be false to capture (this allows orbiting if you started mouseDown over an interactable) EditorControlSystem no longer needs accumulator or checking mouse down vs up entity, just checks for no dragging on mouse up instead no longer starting GizmoPlane with visibleComponent, this is managed in the TransformGizmoControlComponent when a control entity is dragged simplified TransformGizmoControlComponent logical flow, now properly updates VisibleComponent on gizmoPlane * prevent garbage generation per frame when checking pointer position before dragging is true
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