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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
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