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#ifndef PHYSICAL_H
#define PHYSICAL_H
#include <gfx/gl/transform.h>
#include <gfx/renderable.h>
#include <glm/glm.hpp>
#include <memory>
#include <string>
class Shader;
class Mesh;
class Texture;
template<typename Obj> class Cache;
class Physical : public Renderable {
public:
Physical(glm::vec3 where, const std::string & m, const std::string & t);
void render(const Shader & shader) const override;
[[nodiscard]] const auto &
getPosition() const
{
return location.GetPos();
}
protected:
Transform location;
std::shared_ptr<Mesh> mesh;
std::shared_ptr<Texture> texture;
private:
static Cache<Mesh> cachedMesh;
static Cache<Texture> cachedTexture;
};
#endif
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