#pragma once #include #include "asset.h" #include "render_object.h" #include "types.h" struct entity { glm::mat4 world_transform; //mesh_group meshes; uint64_t model_id; // NOTE: filepath hash render_objects* render_objs; }; bool entInitModel(entity* e, model* mdl); // FIXME: might as well stay consistent and make all these pointers void entFree(entity* e); void entSetWorldPosition(entity& e, glm::vec3 v); void entTranslate(entity& e, glm::vec3 v); void entScale(entity& e, glm::vec3 v); void entRotate(entity* e, float angle, glm::vec3 axis);