#ifndef Transform_h__ #define Transform_h__ #include "../GLM.h" #include "World.h" #include "EntityWrapper.h" namespace Transform { //glm::mat4 AbsoluteTransformation(EntityWrapper entity); glm::vec3 AbsolutePosition(EntityWrapper entity); glm::vec3 AbsolutePosition(World* world, EntityID entity); glm::vec3 AbsoluteOrientationEuler(EntityWrapper entity); glm::quat AbsoluteOrientation(EntityWrapper entity); glm::quat AbsoluteOrientation(World* world, EntityID entity); glm::vec3 AbsoluteScale(EntityWrapper entity); glm::vec3 AbsoluteScale(World* world, EntityID entity); glm::mat4 ModelMatrix(EntityWrapper entity); glm::mat4 ModelMatrix(EntityID entity, World* world); glm::vec3 TransformPoint(const glm::vec3& point, const glm::mat4& matrix); extern int RecalculatedPositions; extern int RecalculatedOrientations; extern int RecalculatedScales; } #endif