Added transformables
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98425f45c8
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5 changed files with 544 additions and 3 deletions
267
src/transformable.cpp
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267
src/transformable.cpp
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#include "transformable.hpp"
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#include <algorithm>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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namespace oglu
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{
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oglu::Transformable::Transformable() :
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translation(new float[16]), rotation(new float[16]), scaling(new float[16]), calculateMatrix(false)
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{
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glm::mat4 identity(1.0f);
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memcpy(
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translation,
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glm::value_ptr(identity),
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16 * sizeof(float)
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);
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memcpy(
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rotation,
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glm::value_ptr(identity),
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16 * sizeof(float)
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);
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memcpy(
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scaling,
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glm::value_ptr(identity),
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16 * sizeof(float)
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);
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}
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Transformable::Transformable(const Transformable& other) :
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translation(new float[16]), rotation(new float[16]), scaling(new float[16]), calculateMatrix(true)
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{
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memcpy(
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this->translation,
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other.translation,
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16 * sizeof(float)
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);
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memcpy(
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this->rotation,
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other.rotation,
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16 * sizeof(float)
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);
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memcpy(
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this->scaling,
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other.scaling,
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16 * sizeof(float)
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);
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}
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Transformable::~Transformable()
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{
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delete[] scaling;
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delete[] rotation;
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delete[] translation;
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}
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void Transformable::SetPosition(float x, float y, float z)
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{
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memcpy(
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this->translation,
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glm::value_ptr(glm::translate(glm::mat4(1.0f), glm::vec3(x, y, z))),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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void Transformable::SetPosition(const float* translation)
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{
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memcpy(
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this->translation,
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glm::value_ptr(glm::translate(glm::mat4(1.0f), glm::make_vec3(translation))),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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void Transformable::SetRotation(float rotX, float rotY, float rotZ)
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{
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// TODO: Using rotation matrices is stupid. Eventually this could (should) be done with quaternions
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// For now we'll just risk gimbal locking the model
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memcpy(
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this->rotation,
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glm::value_ptr(
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glm::rotate(
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glm::rotate(
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glm::rotate(
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glm::mat4(1.0f), glm::radians(rotX), glm::vec3(1.0f, 0.0f, 0.0f)
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), glm::radians(rotY), glm::vec3(0.0f, 1.0f, 0.0f)
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), glm::radians(rotZ), glm::vec3(0.0f, 0.0f, 1.0f)
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)
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),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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void Transformable::SetRotation(const float* rotation)
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{
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memcpy(
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this->rotation,
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glm::value_ptr(
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glm::rotate(
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glm::rotate(
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glm::rotate(
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glm::mat4(1.0f), glm::radians(rotation[0]), glm::vec3(1.0f, 0.0f, 0.0f)
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), glm::radians(rotation[1]), glm::vec3(0.0f, 1.0f, 0.0f)
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), glm::radians(rotation[2]), glm::vec3(0.0f, 0.0f, 1.0f)
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)
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),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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void Transformable::SetRotation(float angle, float xAxis, float yAxis, float zAxis)
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{
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memcpy(
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this->rotation,
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glm::value_ptr(glm::rotate(glm::mat4(1.0f), glm::radians(angle), glm::vec3(xAxis, yAxis, zAxis))),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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void Transformable::SetRotation(float angle, const float* axis)
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{
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memcpy(
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this->rotation,
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glm::value_ptr(glm::rotate(glm::mat4(1.0f), glm::radians(angle), glm::make_vec3(axis))),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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void Transformable::SetScale(float scaleX, float scaleY, float scaleZ)
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{
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memcpy(
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this->scaling,
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glm::value_ptr(glm::scale(glm::mat4(1.0f), glm::vec3(scaleX, scaleY, scaleZ))),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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void Transformable::SetScale(const float* scale)
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{
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memcpy(
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this->scaling,
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glm::value_ptr(glm::scale(glm::mat4(1.0f), glm::make_vec3(scale))),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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void Transformable::Move(float x, float y, float z)
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{
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memcpy(
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this->translation,
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glm::value_ptr(glm::translate(glm::make_mat4(this->translation), glm::vec3(x, y, z))),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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void Transformable::Move(const float* translation)
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{
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memcpy(
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this->translation,
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glm::value_ptr(glm::translate(glm::make_mat4(this->translation), glm::make_vec3(translation))),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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void Transformable::Rotate(float rotX, float rotY, float rotZ)
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{
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memcpy(
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this->rotation,
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glm::value_ptr(
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glm::rotate(
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glm::rotate(
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glm::rotate(
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glm::make_mat4(this->rotation), glm::radians(rotX), glm::vec3(1.0f, 0.0f, 0.0f)
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), glm::radians(rotY), glm::vec3(0.0f, 1.0f, 0.0f)
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), glm::radians(rotZ), glm::vec3(0.0f, 0.0f, 1.0f)
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)
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),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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void Transformable::Rotate(const float* rotation)
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{
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memcpy(
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this->rotation,
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glm::value_ptr(
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glm::rotate(
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glm::rotate(
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glm::rotate(
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glm::make_mat4(this->rotation), glm::radians(rotation[0]), glm::vec3(1.0f, 0.0f, 0.0f)
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), glm::radians(rotation[1]), glm::vec3(0.0f, 1.0f, 0.0f)
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), glm::radians(rotation[2]), glm::vec3(0.0f, 0.0f, 1.0f)
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)
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),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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void Transformable::Rotate(float angle, float xAxis, float yAxis, float zAxis)
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{
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memcpy(
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this->rotation,
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glm::value_ptr(glm::rotate(glm::make_mat4(this->rotation), glm::radians(angle), glm::vec3(xAxis, yAxis, zAxis))),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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void Transformable::Rotate(float angle, const float* axis)
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{
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memcpy(
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this->rotation,
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glm::value_ptr(glm::rotate(glm::make_mat4(this->rotation), glm::radians(angle), glm::make_vec3(axis))),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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void Transformable::Scale(float scaleX, float scaleY, float scaleZ)
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{
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memcpy(
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this->scaling,
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glm::value_ptr(glm::scale(glm::make_mat4(this->scaling), glm::vec3(scaleX, scaleY, scaleZ))),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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void Transformable::Scale(const float* scale)
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{
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memcpy(
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this->scaling,
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glm::value_ptr(glm::translate(glm::make_mat4(this->scaling), glm::make_vec3(scale))),
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16 * sizeof(float)
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);
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calculateMatrix = true;
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}
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const float* Transformable::GetMatrix()
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{
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static glm::mat4 transformation(1.0f);
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if (calculateMatrix)
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{
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transformation = glm::make_mat4(translation) * glm::make_mat4(rotation) * glm::make_mat4(scaling);
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calculateMatrix = false;
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}
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return glm::value_ptr(transformation);
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}
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}
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