#include "Core/Transform.h" glm::vec3 Transform::AbsolutePosition(World* world, EntityID entity) { glm::vec3 position; while (entity != EntityID_Invalid) { ComponentWrapper transform = world->GetComponent(entity, "Transform"); EntityID parent = world->GetParent(entity); position += Transform::AbsoluteOrientation(world, parent) * (glm::vec3)transform["Position"]; entity = parent; } return position; } glm::quat Transform::AbsoluteOrientation(World* world, EntityID entity) { glm::quat orientation; while (entity != EntityID_Invalid) { ComponentWrapper transform = world->GetComponent(entity, "Transform"); orientation = glm::quat((glm::vec3)transform["Orientation"]) * orientation; entity = world->GetParent(entity); } return orientation; } glm::vec3 Transform::AbsoluteScale(World* world, EntityID entity) { glm::vec3 scale(1.f); while (entity != EntityID_Invalid) { ComponentWrapper transform = world->GetComponent(entity, "Transform"); scale *= (glm::vec3)transform["Scale"]; entity = world->GetParent(entity); } return scale; } glm::mat4 Transform::ModelMatrix(EntityID entity, World* world) { glm::vec3 position = Transform::AbsolutePosition(world, entity); glm::quat orientation = Transform::AbsoluteOrientation(world, entity); glm::vec3 scale = Transform::AbsoluteScale(world, entity); glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale); return modelMatrix; }