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Copy pathtransform.cpp
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55 lines (52 loc) · 1.85 KB
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#include <transform.h>
glm::mat4 identity = glm::mat4(1.0f);
Transform::Transform(){
transform = identity;
position_mat = identity;
rotation_mat = identity;
scale_mat = identity;
}
glm::vec3 Transform::get_position(){
return position;
}
const float* Transform::get_transform_mat_value_ptr() const {
return glm::value_ptr(transform);
}
const glm::mat4& Transform::get_transform_mat(){
return transform;
}
void Transform::set_position(const glm::vec3& pos){
position_mat = glm::translate(identity, pos);
position = pos;
update_transform_matrix();
//translate(pos - position); could be not accurate
}
void Transform::translate(const glm::vec3& tr){
position_mat = glm::translate(position_mat, tr);
transform = glm::translate(transform, tr);
position += tr;
update_transform_matrix(); //can get away with not updating the transform matrix when translating
}
void Transform::set_rotation(const glm::vec3& rot){
rotation_mat = glm::rotate(identity, glm::radians(rot.x), glm::vec3(1.0, 0.0, 0.0));
rotation_mat = glm::rotate(rotation_mat, glm::radians(rot.y), glm::vec3(0.0, 1.0, 0.0));
rotation_mat = glm::rotate(rotation_mat, glm::radians(rot.z), glm::vec3(0.0, 0.0, 1.0));
update_transform_matrix();
}
void Transform::rotate(const glm::vec3& rot){
rotation_mat = glm::rotate(rotation_mat, glm::radians(rot.x), glm::vec3(1.0, 0.0, 0.0));
rotation_mat = glm::rotate(rotation_mat, glm::radians(rot.y), glm::vec3(0.0, 1.0, 0.0));
rotation_mat = glm::rotate(rotation_mat, glm::radians(rot.z), glm::vec3(0.0, 0.0, 1.0));
update_transform_matrix();
}
void Transform::set_scale(const float scalein){
scale_mat = glm::scale(glm::mat4(1.0f), glm::vec3(scalein,scalein,scalein));
scale = scalein;
update_transform_matrix();
}
float Transform::get_scale(){
return scale;
}
void Transform::update_transform_matrix(){
transform = position_mat * rotation_mat * scale_mat;
}