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