#pragma once #include #include #include #include namespace simpleengine { class Transformable { protected: public: glm::mat4 transform_matrix; Transformable() : transform_matrix(glm::mat4(1.f)) { } Transformable(glm::mat4 transform_matrix) : transform_matrix(transform_matrix) { } friend Transformable operator+(Transformable lhs, const Transformable& rhs) { lhs.transform_matrix += rhs.transform_matrix; return lhs; } friend Transformable operator-(Transformable lhs, const Transformable& rhs) { lhs.transform_matrix -= rhs.transform_matrix; return lhs; } friend Transformable operator*(Transformable lhs, const Transformable& rhs) { lhs.transform_matrix *= rhs.transform_matrix; return lhs; } friend Transformable operator/(Transformable lhs, const Transformable& rhs) { lhs.transform_matrix /= rhs.transform_matrix; return lhs; } virtual void combine_transform(const glm::mat4& transform_matrix) { this->transform_matrix *= transform_matrix; } virtual void combine_transform(const Transformable& transformable) { transform_matrix = transformable.transform_matrix; } virtual void translate(float x, float y, float z) { transform_matrix = glm::translate(transform_matrix, glm::vec3(x, y, z)); } /* virtual void translate(const glm::vec3& vec) { transform_matrix = glm::translate(transform_matrix, vec); } */ virtual glm::mat4 rotation_matrix(float degrees, glm::vec3 rotation_axis) const { return glm::rotate(transform_matrix, glm::radians(degrees), rotation_axis); } virtual glm::mat4 rotation_x_matrix(float degrees) const { return rotation_matrix(degrees, glm::vec3(1, 0, 0)); } virtual glm::mat4 rotation_y_matrix(float degrees) const { return rotation_matrix(degrees, glm::vec3(0, 1, 0)); } virtual glm::mat4 rotation_z_matrix(float degrees) const { return rotation_matrix(degrees, glm::vec3(0, 0, 1)); } virtual void rotate(float degrees, glm::vec3 rotation_axis) { transform_matrix = rotation_matrix(degrees, rotation_axis); } virtual void rotate_x(float degrees) { transform_matrix = rotation_x_matrix(degrees); } virtual void rotate_y(float degrees) { transform_matrix = rotation_y_matrix(degrees); } virtual void rotate_z(float degrees) { transform_matrix = rotation_z_matrix(degrees); } virtual void scale(glm::vec3 scalar_vec) { transform_matrix = glm::scale(transform_matrix, scalar_vec); } virtual void scale(float scalar) { transform_matrix = glm::scale(transform_matrix, glm::vec3(scalar, scalar, scalar)); } }; }