couch/core/Transform.cpp
2021-01-26 23:28:20 -06:00

65 lines
1.7 KiB
C++

/*
Dane Johnson <dane@danejohnson.org>
LICENSE
Couch Copyright (C) 2021 Dane Johnson
This program comes with ABSOLUTELY NO WARRANTY; without event the
implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for details at
https://www.gnu.org/licenses/gpl-3.0.html
This is free software, and you are welcome to redistribute it
under the terms of the GNU General Public License as published
by the Free Software Foundation; either version 3 of the License,
or (at your option) any later version.
DESCRIPTION
A transform represents various aspects of 3d space.
*/
#include "Transform.h"
#include <glm/gtc/matrix_transform.hpp>
Transform::Transform() {
position = Vector3(0.0f);
rotation = Vector3(0.0f);
scale = Vector3(1.0f, 1.0f, 1.0f);
}
Transform::Transform(Vector3 position, Vector3 rotation) {
this->position = position;
this->rotation = rotation;
this->scale = Vector3(1.0f, 1.0f, 1.0f);
}
Transform::Transform(Vector3 position, Vector3 rotation, Vector3 scale) {
this->position = position;
this->rotation = rotation;
this->scale = scale;
}
Vector3 Transform::Forward() {
return glm::vec3(RotationMatrix() * glm::vec4(0.0f, 0.0f, -1.0f, 1.0f));
}
Vector3 Transform::Up() {
return glm::vec3(RotationMatrix() * glm::vec4(0.0f, 1.0f, 0.0f, 1.0f));
}
Vector3 Transform::Right() {
return glm::vec3(RotationMatrix() * glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
}
Matrix Transform::RotationMatrix() {
Matrix mat(1.0f);
mat = glm::rotate(mat, this->rotation.z, Vector3(0.0f, 0.0f, 1.0f));
mat = glm::rotate(mat, this->rotation.y, Vector3(0.0f, 1.0f, 0.0f));
mat = glm::rotate(mat, this->rotation.x, Vector3(1.0f, 0.0f, 0.0f));
return mat;
}