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#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "mesh.h"
#include "render_group.h"
struct ent_grid_position
{
int q;
int r;
int s;
};
struct Entity
{
glm::mat4 world_transform;
glm::vec3 scale;
glm::vec3 translation;
glm::vec4 rotation;
bool use_grid; // NOTE: determines if entity is position with grid_pos or translation
ent_grid_position grid_pos;
meMeshGroup mesh_group;
render_group* ren_group;
char model_filename[256];
};
bool entInit(Entity& e, const char* data_dir, rg_shader_program& shader, v3f world_pos);
void entFree(Entity& e);
inline void
entTranslate(Entity& e, glm::vec3 v)
{
e.world_transform = glm::translate(e.world_transform, v);
}
inline void
entScale(Entity& e, glm::vec3 v)
{
e.world_transform = glm::scale(e.world_transform, v);
}