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#ifndef transform_h
#define transform_h

#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>

#include "camera.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;
                }

                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; }

        private:
                glm::vec3 pos;
                glm::vec3 rot;
                glm::vec3 scale;
};

#endif