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