76 lines
1.6 KiB
C++
76 lines
1.6 KiB
C++
#pragma once
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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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namespace Gedeng {
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class Spatial {
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public:
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Spatial() = default;
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void translate(glm::vec3 offset) {
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matrix = glm::translate(matrix, offset);
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}
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glm::vec3 get_translation() {
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return glm::vec3(matrix[3]);
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}
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void uniform_scale(float factor) {
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scale(glm::vec3(factor, factor, factor));
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}
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void scale(glm::vec3 factors) {
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matrix = glm::scale(matrix, factors);
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}
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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) {
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origin = position;
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}
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void add_to_origin(glm::vec3 addition) {
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origin += addition;
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}
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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 {
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return origin;
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}
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glm::mat4 get_matrix() {
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return matrix;
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}
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glm::vec3 forward() const {
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return matrix * glm::vec4(0.0, 0.0, -1.0, 0.0);
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}
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glm::vec3 up() const {
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return matrix * glm::vec4(0.0, 1.0, 0.0, 0.0);
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}
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glm::vec3 right() const {
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return matrix * glm::vec4(1.0, 0.0, 0.0, 0.0);
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}
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private:
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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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};
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} |