#pragma once struct World; struct Actor; /** * @brief Manages interpolation of movement and animations. */ struct InterpolationSystem { static void Update(Actor* apActor, InterpolationComponent& aInterpolationComponent, uint64_t aTick) noexcept; static void AddPoint(InterpolationComponent& aInterpolationComponent, const InterpolationComponent::TimePoint& acPoint) noexcept; static InterpolationComponent& Setup(World& aWorld, entt::entity aEntity) noexcept; static void Clean(World& aWorld, entt::entity aEntity) noexcept; };