#ifndef TRANSFORM_INCLUDED_H #define TRANSFORM_INCLUDED_H #include "camera.h" #include #include struct Transform { public: Transform(const glm::vec3 & pos = glm::vec3(), const glm::vec3 & rot = glm::vec3(), const glm::vec3 & scale = glm::vec3(1.0f, 1.0f, 1.0f)) { this->pos = pos; this->rot = rot; this->scale = scale; } inline glm::mat4 GetModel() const { glm::mat4 posMat = glm::translate(pos); glm::mat4 scaleMat = glm::scale(scale); glm::mat4 rotX = glm::rotate(rot.x, glm::vec3(1.0, 0.0, 0.0)); glm::mat4 rotY = glm::rotate(rot.y, glm::vec3(0.0, 1.0, 0.0)); glm::mat4 rotZ = glm::rotate(rot.z, glm::vec3(0.0, 0.0, 1.0)); glm::mat4 rotMat = rotX * rotY * rotZ; return posMat * rotMat * scaleMat; } inline glm::mat4 GetMVP(const Camera & camera) const { glm::mat4 VP = camera.GetViewProjection(); glm::mat4 M = GetModel(); return VP * M; // camera.GetViewProjection() * GetModel(); } inline glm::vec3 * GetPos() { return &pos; } inline glm::vec3 * GetRot() { return &rot; } inline glm::vec3 * GetScale() { return &scale; } inline void SetPos(glm::vec3 & pos) { this->pos = pos; } inline void SetRot(glm::vec3 & rot) { this->rot = rot; } inline void SetScale(glm::vec3 & scale) { this->scale = scale; } protected: private: glm::vec3 pos; glm::vec3 rot; glm::vec3 scale; }; #endif