MxEngine
Transform.h
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28 
29 #pragma once
30 
31 #include "Utilities/ECS/Component.h"
32 #include "Utilities/Math/Math.h"
33 
34 namespace MxEngine
35 {
36  class Transform
37  {
38  MAKE_COMPONENT(Transform);
39 
40  Vector3 translation = MakeVector3(0.0f);
41  Vector3 scale = MakeVector3(1.0f);
42  Quaternion rotation{ 1.0f, 0.0f, 0.0f, 0.0f };
43  mutable Vector3 eulerRotation{ 0.0f };
44  mutable Matrix4x4 transform{ 0.0f };
45  mutable bool needTransformUpdate = true;
46  mutable bool needRotationUpdate = true;
47  mutable Matrix3x3 normalMatrix{ 0.0f };
48  public:
49  const Matrix4x4& GetMatrix() const;
50  const Matrix3x3& GetNormalMatrix() const;
51  void GetMatrix(Matrix4x4& inPlaceMatrix) const;
52  void GetNormalMatrix(const Matrix4x4& model, Matrix3x3& inPlaceMatrix) const;
53 
54  const Vector3& GetTranslation() const;
55  const Quaternion& GetRotation() const;
56  const Vector3& GetScale() const;
57  const Vector3& GetEulerRotation() const;
58  const Vector3& GetPosition() const;
59 
60  Transform& SetTranslation(const Vector3& dist);
61  Transform& SetRotation(float angle, const Vector3& axis);
62  Transform& SetRotation(const Quaternion& q);
63  Transform& SetScale(const Vector3& scale);
64  Transform& SetScale(float scale);
65  Transform& SetPosition(const Vector3& position);
66 
67  Transform& Scale(float scale);
68  Transform& Scale(const Vector3& scale);
69  Transform& ScaleX(float scale);
70  Transform& ScaleY(float scale);
71  Transform& ScaleZ(float scale);
72 
73  Transform& Rotate(float angle, const Vector3& axis);
74  Transform& Rotate(const Quaternion& q);
75  Transform& RotateX(float angle);
76  Transform& RotateY(float angle);
77  Transform& RotateZ(float angle);
78 
79  Transform& Translate(const Vector3& dist);
80  Transform& TranslateX(float x);
81  Transform& TranslateY(float y);
82  Transform& TranslateZ(float z);
83 
84  Transform& TranslateForward(float dist);
85  Transform& TranslateRight(float dist);
86  Transform& TranslateUp(float dist);
87 
88  Transform& LookAt(const Vector3& point);
89  Transform& LookAtXY(const Vector3& point);
90  Transform& LookAtXZ(const Vector3& point);
91  Transform& LookAtYZ(const Vector3& point);
92  };
93 }
Definition: Transform.h:36
Definition: Application.cpp:49