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#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "mesh.h"
#include "render_group.h"
struct render_group;
struct Entity
{
glm::mat4 world_transform;
glm::vec3 scale;
glm::vec3 translation;
glm::vec4 rotation; // maybe use quaternion for this one
meMeshGroup mesh_group;
render_group* ren_group;
//TODO: more entity properties: sound, gameplay info
};
inline void
entityTranslate(Entity* e, int x, int y, int z)
{
e->world_transform = glm::translate(e->world_transform, glm::vec3(x, y, z));
}
inline void
entityScale(Entity* e, float sx, float sy, float sz)
{
//mi->model_transform = glm::scale(glm::mat4(1), glm::vec3(100, 100, 100));
}