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Transform.h
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Transform.h
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/*
* Copyright (c) 2014-2024, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2024 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact chebert@nvidia.com (Chris Hebert) for feedback */
#pragma once
#include <glm/glm.hpp>
class Transform
{
public:
Transform();
~Transform();
void reset();
void update(Transform* inParent = NULL);
void translate(glm::vec4& inPosition);
void translate(float inX, float inY, float inZ);
void rotate(const float inValue, glm::vec3& inBasis);
void rotate(glm::quat& inQuaterion);
void scale(const glm::vec3& inScale);
void scale(const float inX, const float inY, const float inZ);
glm::vec4 operator()(glm::vec4& rhs)
{
glm::vec4 out = m_transform * rhs;
return out;
}
glm::mat4 operator()(glm::mat4& rhs)
{
glm::mat4 out = rhs * m_transform;
return out;
}
glm::vec4 operator[](glm::vec4& rhs)
{
glm::vec4 out = m_inverse * rhs;
return out;
}
glm::mat4& getTransform() { return m_transform; }
glm::mat4& getInverse() { return m_inverse; }
void setMatrix(glm::mat4& inMatrix) { m_matrix = inMatrix; }
private:
glm::mat4 m_transform;
glm::mat4 m_inverse;
glm::mat4 m_matrix;
};