#include "transform.h" #include struct mTransform MakeTransform(mfloat_t pos[3], mfloat_t rotation[4], float scale) { struct mTransform newT; memcpy(newT.position, pos, sizeof(*pos)); memcpy(newT.rotation, rotation, sizeof(*rotation)); newT.scale = scale; return newT; } mfloat_t *trans_forward(mfloat_t *res, const struct mTransform *const trans) { // YughLog(0, SDL_LOG_PRIORITY_WARN, "Rotation is %f", trans->rotation[0]); return vec3_rotate_quat(res, FORWARD, trans->rotation); } mfloat_t *trans_back(mfloat_t *res, const struct mTransform *trans) { return vec3_rotate_quat(res, BACK, trans->rotation); } mfloat_t *trans_up(mfloat_t *res, const struct mTransform *trans) { return vec3_rotate_quat(res, UP, trans->rotation); } mfloat_t *trans_down(mfloat_t *res, const struct mTransform *trans) { return vec3_rotate_quat(res, DOWN, trans->rotation); } mfloat_t *trans_right(mfloat_t *res, const struct mTransform *trans) { return vec3_rotate_quat(res, RIGHT, trans->rotation); } mfloat_t *trans_left(mfloat_t *res, const struct mTransform *trans) { return vec3_rotate_quat(res, LEFT, trans->rotation); } #include "nuke.h" void trans_drawgui(struct mTransform *T) { nuke_property_float3("Position", -1000.f, T->position, 1000.f, 1.f, 1.f); nuke_property_float3("Rotation", 0.f, T->rotation, 360.f, 1.f, 0.1f); nuke_property_float("Scale", 0.f, &T->scale, 1000.f, 0.1f, 0.1f); }