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#ifndef TRANSFORM_INCLUDED_H
#define TRANSFORM_INCLUDED_H

#include "camera.h"
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>

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