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Player "components"
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struct Mesh { | |
int meshIndex; // the number of vertices or "size" of the mesh | |
float vertices[meshIndex][3]; // array of 3 dimensional floats | |
float normals[meshIndex][3]; // surface normals | |
float uvs[meshIndex][2]; // 2 dimensional floats, maps a pixel position on the texture to the corresponding vertex | |
int triangles[meshIndex]; // in sets of 3 gets vetices by index to make triangles bewteen the 3 vertices | |
} | |
struct BoxCollider { | |
float height, width, depth; | |
} | |
struct Pos { | |
float x, y, z; | |
} | |
struct Rot { | |
float x, y, z, w; | |
} |
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