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