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Copy pathTransform.cpp
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Transform.cpp
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#include "Transform.h"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/rotate_vector.hpp>
Transform::Transform() : m_translation(glm::vec3(0,0,0)) , m_eulerAngles(glm::vec3(0,0,0)) , m_modelMat(glm::mat4(1)) ,
m_front(glm::vec3(0, 0, 1)) , m_up(glm::vec3(0, 1, 0)) , m_right(glm::vec3(1, 0, 0)) , m_scale(1.0f),
m_parent(nullptr)
{
}
Transform::Transform(const glm::vec3 &translation, const glm::vec3 &eulerAngles, const glm::vec3 &scale)
: m_scale(scale), m_eulerAngles(eulerAngles), m_translation(translation)
{
m_quaternion = glm::quat(eulerAngles);
m_translationMat = glm::translate(glm::mat4(1), m_translation);
m_rotationMat = glm::toMat4(m_quaternion);
m_scaleMat = glm::scale(glm::mat4(1), m_scale);
m_modelMat = m_scaleMat * m_rotationMat * m_translationMat;
}
Transform::~Transform()
{
}
void Transform::Update()
{
/*
Use quternion for rotation
Model = Translation * Rotation * Scale
*/
m_translationMat = glm::translate(glm::mat4(1), m_translation);
m_rotationMat = glm::toMat4(m_quaternion);
m_scaleMat = glm::scale(glm::mat4(1), m_scale);
// Same as Unity3D transformation order
m_modelMat = m_translationMat * m_rotationMat * m_scaleMat;
Compute_ModelMat_World();
}
void Transform::Compute_ModelMat_World()
{
auto node = m_parent;
m_modelMat_world = m_modelMat;
while (node)
{
m_modelMat_world = node->m_modelMat * m_modelMat_world;
node = node->m_parent;
}
}
void Transform::CopyTo(Transform & other)
{
// TODO: insert return statement here
if (this != &other)
{
m_front = other.m_front;
m_up = other.m_up;
m_right = other.m_right;
m_scale = other.m_scale;
m_eulerAngles = other.m_eulerAngles;
m_translation = other.m_translation;
m_modelMat = other.m_modelMat;
m_quaternion = other.m_quaternion;
m_scaleMat = other.m_scaleMat;
m_rotationMat = other.m_rotationMat;
m_translationMat = other.m_translationMat;
}
}
void Transform::setRotation(glm::quat input)
{
m_quaternion = input;
m_eulerAngles = glm::eulerAngles(m_quaternion);
}
void Transform::setRotation(glm::vec3 eulerAngles)
{
m_eulerAngles = eulerAngles;
m_quaternion = glm::quat(eulerAngles);
}
void Transform::setRotationDegree(glm::vec3 degree)
{
m_eulerAngles = glm::radians(degree);
m_quaternion = glm::quat(m_eulerAngles);
}
void Transform::setParent(Transform * transform)
{
m_parent = transform;
}