// // Created by karl on 04.01.20. // #ifndef ECSGAME_TRANSFORM_H #define ECSGAME_TRANSFORM_H #include #include #include #include "glm/gtx/string_cast.hpp" struct Transform { Transform() = default; glm::mat4 matrix = glm::mat4(1.0f); // Initialize as identity glm::vec3 origin = glm::vec3(0.0f, 0.0f, 0.0f); void translate(glm::vec3 offset) { matrix = glm::translate(matrix, offset); } glm::vec3 get_translation() { return glm::vec3(matrix[3]); } void uniform_scale(float factor) { scale(glm::vec3(factor, factor, factor)); } void scale(glm::vec3 factors) { matrix = glm::scale(matrix, factors); } void rotate(float degrees, glm::vec3 axis) { matrix = glm::rotate(matrix, glm::radians(degrees), axis); } void set_origin(glm::vec3 position) { origin = position; } void set_rotation_from_quat(glm::quat quaternion) { // Remember translation glm::vec4 save = matrix[3]; matrix = glm::mat4_cast(quaternion); matrix[3] = save; } glm::vec3 get_origin() const { return origin; } glm::vec3 forward() const { return matrix * glm::vec4(0.0, 0.0, -1.0, 0.0); } glm::vec3 up() const { return matrix * glm::vec4(0.0, 1.0, 0.0, 0.0); } glm::vec3 right() const { return matrix * glm::vec4(1.0, 0.0, 0.0, 0.0); } }; #endif //ECSGAME_TRANSFORM_H