_nl.engine  alpha 0.9
Nameless Engine C++ Opengl 3D Game Engine / Framework
_NL::Component::Transform Class Reference

#include <Transform.h>

Inheritance diagram for _NL::Component::Transform:
_NL::Core::Component

Public Member Functions

 Transform ()
 
 ~Transform ()
 
glm::vec3 getRotatedForwardVector ()
 
glm::vec3 getParentedVector (glm::vec3 Vector)
 
glm::vec3 eulerAngles ()
 
glm::quat LookAt (glm::vec3 target, GLfloat x, GLfloat y, GLfloat z)
 
glm::quat LookAt (glm::vec3 target, glm::vec3 EyeAxis=glm::vec3(0, 1, 0))
 
glm::quat EulerRotation (GLfloat x, GLfloat y, GLfloat z)
 
glm::quat EulerRotation (glm::vec3 euleAngles)
 
void getModelMatrixDecompose (glm::vec3 &Translation, glm::quat &Rotation, glm::vec3 scale)
 
glm::vec3 getModelMatrixTranslation ()
 
glm::quat getModelMatrixRotation ()
 
glm::vec3 getModelMatrixScale ()
 
char * getTypeName () override
 INFO. More...
 

Public Attributes

_NL::Core::transform transform
 
glm::vec3 forwardVector = glm::vec3(0,0,-1)
 
glm::mat4 ModelMatrix = glm::mat4(1.0f)
 
bool bactive = true
 STATES. More...
 

Constructor & Destructor Documentation

◆ Transform()

_NL::Component::Transform::Transform ( )

◆ ~Transform()

_NL::Component::Transform::~Transform ( )

Member Function Documentation

◆ eulerAngles()

glm::vec3 _NL::Component::Transform::eulerAngles ( )

◆ EulerRotation() [1/2]

glm::quat _NL::Component::Transform::EulerRotation ( GLfloat  x,
GLfloat  y,
GLfloat  z 
)

◆ EulerRotation() [2/2]

glm::quat _NL::Component::Transform::EulerRotation ( glm::vec3  euleAngles)

◆ getModelMatrixDecompose()

void _NL::Component::Transform::getModelMatrixDecompose ( glm::vec3 &  Translation,
glm::quat &  Rotation,
glm::vec3  scale 
)

◆ getModelMatrixRotation()

glm::quat _NL::Component::Transform::getModelMatrixRotation ( )

◆ getModelMatrixScale()

glm::vec3 _NL::Component::Transform::getModelMatrixScale ( )

◆ getModelMatrixTranslation()

glm::vec3 _NL::Component::Transform::getModelMatrixTranslation ( )

◆ getParentedVector()

glm::vec3 _NL::Component::Transform::getParentedVector ( glm::vec3  Vector)

◆ getRotatedForwardVector()

glm::vec3 _NL::Component::Transform::getRotatedForwardVector ( )

◆ getTypeName()

char * _NL::Component::Transform::getTypeName ( )
overridevirtual

INFO.

Implements _NL::Core::Component.

◆ LookAt() [1/2]

glm::quat _NL::Component::Transform::LookAt ( glm::vec3  target,
GLfloat  x,
GLfloat  y,
GLfloat  z 
)

◆ LookAt() [2/2]

glm::quat _NL::Component::Transform::LookAt ( glm::vec3  target,
glm::vec3  EyeAxis = glm::vec3(0,1,0) 
)

Member Data Documentation

◆ bactive

bool _NL::Component::Transform::bactive = true

STATES.

◆ forwardVector

glm::vec3 _NL::Component::Transform::forwardVector = glm::vec3(0,0,-1)

◆ ModelMatrix

glm::mat4 _NL::Component::Transform::ModelMatrix = glm::mat4(1.0f)

◆ transform

_NL::Core::transform _NL::Component::Transform::transform

The documentation for this class was generated from the following files: