14 #include <glm/gtc/matrix_transform.hpp>
16 #define CACHE_SPRITE 0
35 if (s.getID() ==
id) {
44 if (s.getID() ==
id) {
53 if (s.getID() ==
id) {
64 glm::mat4 translate = glm::translate(glm::mat4(1.0f), glm::vec3(
pos.x, -
pos.y,
pos.z));
67 rotate = glm::rotate(glm::mat4(1.0f),
Camera::getRotation().x, glm::vec3(0.0f, 1.0f, 0.0f));
69 rotate = glm::rotate(glm::mat4(1.0f),
rot.y, glm::vec3(0.0f, 1.0f, 0.0f));
71 glm::mat4 model = translate * rotate;
72 glm::mat4 MVP = VP * model;
84 assert(
false &&
"This should not happen...");
StaticMesh & getStaticMesh(unsigned long index)
static bool showEntitySprites
void display(glm::mat4 MVP, int aframe, int bframe, ShaderTexture *shaderTexture=nullptr)
unsigned long sizeStaticMesh()
unsigned long sizeSpriteSequence()
static bool showEntityMeshes
SpriteSequence & getSpriteSequence(unsigned long index)
SkeletalModel & getSkeletalModel(unsigned long index)
void display(glm::mat4 VP)
void display(glm::mat4 MVP)
unsigned long sizeSkeletalModel()
#define assertGreaterThan(x, y)
static bool showEntityModels
static glm::vec2 getRotation()
void display(glm::mat4 MVP, int index)