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World.h
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#pragma once
#include "Drawable.h"
#include "GameEntity.h"
#include "PhysicsObject.h"
#include "ColliderCircle.h"
#include "ColliderAABB.h"
class World : public GameEntity, public Drawable, public PhysicsObject {
private:
ModelEnum model;
ColliderCircle* collider_;
// Transformations
glm::vec2* translate = nullptr;
// Colliders :) it is hard coded i am so sorry mr micholas
std::vector<Collider*> colliders_;
public:
AniMode modelAnim = NO_ANI;
// Constructor / Deconstructor
World(ModelEnum model);
~World();
void FixedUpdate() override;
// PhysicsObject
void OnCollide(PhysicsObject* object) override {};
void OnTrigger(PhysicsObject* object) override {};
std::vector<Collider*> GetColliders() override;
glm::vec2* GetWorldPosition() override;
// Drawable
glm::mat4 GetParentTransform() override;
ModelEnum GetModelEnum() override;
AniMode GetAniMode() override;
// Information
void SetModel(ModelEnum newModel, glm::vec2 pos);
glm::mat4 GetTranslation();
glm::vec3 GetPosition() const;
void SetPosition(glm::vec3 position);
};