10glm::vec4
getTileUV(gl2d::TextureAtlasPadding atlas,
int id,
int flip)
14 return atlas.get(x, y, flip);
17bool aabb(glm::vec4 b1, glm::vec4 b2,
float delta)
24 if (((b1.x - b2.x < b2.z)
27 && ((b1.y - b2.y < b2.w)
glm::vec4 getTileUV(gl2d::TextureAtlasPadding atlas, int id, int flip)
bool aabb(glm::vec4 b1, glm::vec4 b2, float delta)
constexpr const char * collisionMap