overhauled physics engine
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@@ -8,31 +8,31 @@ namespace Component
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{
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struct Transform
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{
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Math::Vector getPosition() const { return transform.getPosition(); }
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Math::Quaternion getRotation() const { return transform.getRotation(); }
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Math::Vector getScale() const { return transform.getScale(); }
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Vector getPosition() const { return transform.getPosition(); }
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Quaternion getRotation() const { return transform.getRotation(); }
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Vector getScale() const { return transform.getScale(); }
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Math::Vector getForward() const { return transform.getForward(); }
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Math::Vector getUp() const { return transform.getUp(); }
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Math::Vector getRight() const { return transform.getRight(); }
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Vector getForward() const { return transform.getForward(); }
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Vector getUp() const { return transform.getUp(); }
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Vector getRight() const { return transform.getRight(); }
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Math::Matrix4 toMatrix() const { return transform.toMatrix(); }
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Matrix4 toMatrix() const { return transform.toMatrix(); }
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bool isDirty() const { return dirty; }
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void clean() { dirty = false; }
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void setPosition(Math::Vector pos);
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void setRotation(Math::Quaternion quat);
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void setScale(Math::Vector scale);
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void setPosition(Vector pos);
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void setRotation(Quaternion quat);
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void setScale(Vector scale);
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void setRelativeLocation(Math::Vector location);
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void setRelativeRotation(Math::Quaternion rotation);
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void setRelativeRotation(Math::Vector rotation);
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void setRelativeScale(Math::Vector scale);
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void setRelativeLocation(Vector location);
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void setRelativeRotation(Quaternion rotation);
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void setRelativeRotation(Vector rotation);
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void setRelativeScale(Vector scale);
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void addRelativeLocation(Math::Vector translation);
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void addRelativeRotation(Math::Quaternion rotation);
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void addRelativeRotation(Math::Vector rotation);
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void addRelativeLocation(Vector translation);
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void addRelativeRotation(Quaternion rotation);
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void addRelativeRotation(Vector rotation);
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private:
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bool dirty = true;
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Math::Transform transform;
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