TransformComponent.h 2.9 KB

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  1. #pragma once
  2. //========================================================================
  3. // TransformComponent.h - Component for managing transforms on actors
  4. //
  5. // Part of the GameCode4 Application
  6. //
  7. // GameCode4 is the sample application that encapsulates much of the source code
  8. // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
  9. // "Rez" Graham, published by Charles River Media.
  10. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
  11. //
  12. // If this source code has found it's way to you, and you think it has helped you
  13. // in any way, do the authors a favor and buy a new copy of the book - there are
  14. // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
  15. // by clicking here:
  16. // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
  17. //
  18. // There's a companion web site at http://www.mcshaffry.com/GameCode/
  19. //
  20. // The source code is managed and maintained through Google Code:
  21. // http://code.google.com/p/gamecode4/
  22. //
  23. // (c) Copyright 2012 Michael L. McShaffry and David Graham
  24. //
  25. // This program is free software; you can redistribute it and/or
  26. // modify it under the terms of the GNU Lesser GPL v3
  27. // as published by the Free Software Foundation.
  28. //
  29. // This program is distributed in the hope that it will be useful,
  30. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  31. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See
  32. // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
  33. //
  34. // You should have received a copy of the GNU Lesser GPL v3
  35. // along with this program; if not, write to the Free Software
  36. // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  37. //
  38. //========================================================================
  39. #include "ActorComponent.h"
  40. //---------------------------------------------------------------------------------------------------------------------
  41. // This component implementation is a very simple representation of the physical aspect of an actor. It just defines
  42. // the transform and doesn't register with the physics system at all.
  43. //---------------------------------------------------------------------------------------------------------------------
  44. class TransformComponent : public ActorComponent
  45. {
  46. glm::mat4 m_transform;
  47. public:
  48. static const char* g_Name;
  49. virtual const char* VGetName() const { return g_Name; }
  50. TransformComponent(void) : m_transform(glm::mat4(1.0)) { }
  51. virtual bool VInit(TiXmlElement* pData) override;
  52. virtual TiXmlElement* VGenerateXml(void) override;
  53. // transform functions
  54. glm::mat4 GetTransform(void) const { return m_transform; }
  55. void SetTransform(const glm::mat4& newTransform) { m_transform = newTransform; }
  56. glm::vec3 GetPosition(void) const { return geometry::GetPosition(m_transform); }
  57. void SetPosition(const glm::vec3& pos) { geometry::SetPosition(m_transform, pos); }
  58. glm::vec3 GetLookAt(void) const { return geometry::GetDirection(m_transform); }
  59. };