/** *** :: Static Object :: *** *** A basic instance of an object in the world *** Basically just a scale, position and rotation *** applied to a renderable and collision body *** **/ #ifndef static_object_h #define static_object_h #include "cengine.h" #include "casset.h" typedef struct { vec3 position; vec3 scale; quat rotation; bool active; bool recieve_shadows; bool cast_shadows; asset_hndl renderable; asset_hndl collision_body; } static_object; static_object* static_object_new(); void static_object_delete(static_object* s); mat4 static_object_world(static_object* s); mat3 static_object_world_normal(static_object* s); #endif