Inferno Game Engine
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#ifndef TRANSFORM_H
#define TRANSFORM_H
#include <glm/ext/matrix_float4x4.hpp> // glm::mat4
#include <glm/ext/vector_float3.hpp> // glm::vec3
#include "inferno/log.h"
namespace Inferno {
class Transform {
public:
Transform() {}
Transform(glm::vec3 translate, glm::vec3 rotate, glm::vec3 scale)
: m_translate(translate), m_rotate(rotate), m_scale(scale) {}
virtual ~Transform() {}
virtual void update();
void setTranslate(glm::vec3 translate) { m_translate = translate; }
void setRotate(glm::vec3 rotation) { m_rotate = rotation; }
void setScale(glm::vec3 scale) { m_scale = scale; }
void setTransform(glm::mat4 transform) { m_transform = transform; }
void setTranslate(float x, float y, float z) { m_translate = { x, y, z }; }
void setRotate(float x, float y, float z) { m_rotate = { x, y, z }; }
void setScale(float x, float y, float z) { m_scale = { x, y, z }; }
const glm::vec3& translate() const { return m_translate; }
const glm::vec3& rotate() const { return m_rotate; }
const glm::vec3& scale() const { return m_scale; }
const glm::mat4& transform() const { return m_transform; }
private:
glm::vec3 m_translate;
glm::vec3 m_rotate;
glm::vec3 m_scale;
glm::mat4 m_transform;
};
// ----------------------------------------
const LogStream& operator<<(const LogStream& stream, const Transform& value);
const LogStream& operator<<(const LogStream& stream, const glm::vec2& value);
const LogStream& operator<<(const LogStream& stream, const glm::vec3& value);
const LogStream& operator<<(const LogStream& stream, const glm::vec4& value);
const LogStream& operator<<(const LogStream& stream, const glm::mat4& value);
}
#endif // TRANSFORM_H