values = v;
}
+void Transform::set_position(const LinAl::Vector<float, 3> &p)
+{
+ values.position = p;
+}
+
+void Transform::set_rotation(const Geometry::Quaternion<float> &r)
+{
+ values.rotation = normalize(r);
+}
+
+void Transform::set_scale(const LinAl::Vector<float, 3> &s)
+{
+ values.scale = s;
+}
+
void Transform::update_world_matrix(const Transform *parent)
{
using Affine = Geometry::AffineTransform<float, 3>;
Transform(Handle<Entity>);
void set_values(const TransformValues &);
+ void set_position(const LinAl::Vector<float, 3> &);
+ void set_rotation(const Geometry::Quaternion<float> &);
+ void set_scale(const LinAl::Vector<float, 3> &);
const TransformValues &get_values() const { return values; }
const LinAl::Vector<float, 3> &get_position() const { return values.position; }
const Geometry::Quaternion<float> &get_rotation() const { return values.rotation; }