#include "TransformComponent.h" TransformComponent::TransformComponent() : position(0.0f), rotation(0.0f), scale(1.0f) { } TransformComponent::~TransformComponent() { } glm::mat4 TransformComponent::GetMatrix() const { glm::mat4 trans = glm::translate(glm::mat4(1.0f), position); glm::mat4 rotX = glm::rotate(glm::mat4(1.0f), glm::radians(rotation.x), glm::vec3(1,0,0)); glm::mat4 rotY = glm::rotate(glm::mat4(1.0f), glm::radians(rotation.y), glm::vec3(0,1,0)); glm::mat4 rotZ = glm::rotate(glm::mat4(1.0f), glm::radians(rotation.z), glm::vec3(0,0,1)); glm::mat4 rot = rotZ * rotY * rotX; glm::mat4 scl = glm::scale(glm::mat4(1.0f), scale); return trans * rot * scl; }