aabb block shape WIP + common refactor
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@@ -6,8 +6,6 @@
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#include "UVRegion.h"
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using namespace glm;
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class Mesh;
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class Texture;
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class Sprite;
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@@ -25,8 +23,8 @@ class Batch2D {
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void vertex(float x, float y,
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float u, float v,
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float r, float g, float b, float a);
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void vertex(vec2 point,
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vec2 uvpoint,
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void vertex(glm::vec2 point,
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glm::vec2 uvpoint,
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float r, float g, float b, float a);
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public:
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@@ -37,10 +35,10 @@ public:
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void begin();
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void texture(Texture* texture);
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void sprite(float x, float y, float w, float h, const UVRegion& region, vec4 tint);
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void sprite(float x, float y, float w, float h, const UVRegion& region, glm::vec4 tint);
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void sprite(Sprite* sprite);
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void sprite(float x, float y, float w, float h, int atlasRes, int index, vec4 tint);
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void blockSprite(float x, float y, float w, float h, const UVRegion regions[], vec4 tint);
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void sprite(float x, float y, float w, float h, int atlasRes, int index, glm::vec4 tint);
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void blockSprite(float x, float y, float w, float h, const UVRegion regions[], glm::vec4 tint, glm::vec3 size=glm::vec3(1.0f, 1.0f, 1.0f));
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void point(float x, float y, float r, float g, float b, float a);
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void line(float x1, float y1, float x2, float y2, float r, float g, float b, float a);
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void rect(float x, float y,
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@@ -48,7 +46,7 @@ public:
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float ox, float oy,
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float angle, UVRegion region,
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bool flippedX, bool flippedY,
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vec4 tint);
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glm::vec4 tint);
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void rect(float x, float y, float w, float h);
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void rect(float x, float y, float w, float h,
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