/* This file is part of Daydream Engine. Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung Daydream Engine is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Daydream Engine is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with Daydream Engine. If not, see . */ #ifndef Components_Transform_h__ #define Components_Transform_h__ #include "Core/Component.h" namespace dd { namespace Components { /** Spatial data of an entity. */ struct Transform : public Component { Transform() : Scale(glm::vec3(1.f)) { } /** Position in world coordinates (meters). */ glm::vec3 Position; /** Orientation in quaternion form. */ glm::quat Orientation; /** Current velocity of the entity in m/s. */ glm::vec3 Velocity; /** Physical scale multiplier. */ glm::vec3 Scale; // Sticky is if it sticks with the player or not. True means it will follow the camera. bool Sticky; }; } } #endif // Components_Transform_h__