15 #ifndef CORGI_COMPONENT_LIBRARY_COMPONENT_UTILS_H_
16 #define CORGI_COMPONENT_LIBRARY_COMPONENT_UTILS_H_
20 #include "mathfu/glsl_mappings.h"
23 namespace component_library {
48 mathfu::vec3* max, mathfu::vec3* min);
54 #endif // CORGI_COMPONENT_LIBRARY_COMPONENT_UTILS_H_
bool GetMaxMinPositionsForEntity(corgi::EntityRef &entity, corgi::EntityManager &entity_manager, mathfu::vec3 *max, mathfu::vec3 *min)
Get the minimum and maximum positions of an Entity, based on its and its children's rendermeshes...
The EntityManager is the code that manages all Entities and Components in the game. Normally the game will instantiate EntityManager, and then use it to create and control all of its Entities.
Definition: entity_manager.h:61
A reference object for pointing into the vector pool. It acts as a pointer for vector pool elements a...
Definition: vector_pool.h:72