#pragma once #include #include "mesh.h" #include "render_object.h" struct entity { glm::mat4 world_transform; // TODO: should be a pointer into a global array of mesh_info(s) or // mesh_groups stored on the render_state object mesh_group meshes; render_object* render_objs; uint ro_count; }; bool entInit(entity& e, const char* model_path); 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);