3 #include <glm/gtc/matrix_transform.hpp>
4 #include <glm/gtx/euler_angles.hpp>
5 #include <glm/gtx/transform.hpp>
23 glm::mat4 Model::Transform() const {
24 return glm::translate(position) * glm::eulerAngleYX(yaw, pitch);
28 void Model::Update(int dt) {
29 position += velocity * float(dt);