+++ /dev/null
-#ifndef MSP_GL_TRANSFORM_H_
-#define MSP_GL_TRANSFORM_H_
-
-#include <msp/datafile/objectloader.h>
-#include "matrix.h"
-
-namespace Msp {
-namespace GL {
-
-/**
-Stores a coordinate space transform as individual components. Primarily
-intended for loading data from external sources. At runtime transforms
-should generally be stored as matrices.
-*/
-class Transform
-{
-public:
- class Loader: public DataFile::ObjectLoader<Transform>
- {
- public:
- Loader(Transform &);
-
- private:
- void position_x(float);
- void position_y(float);
- void position_z(float);
- void position(float, float, float);
- void euler_x(float);
- void euler_y(float);
- void euler_z(float);
- void euler(float, float, float);
- void rotation(float, float, float, float);
- void scale_x(float);
- void scale_y(float);
- void scale_z(float);
- void scale_uniform(float);
- void scale(float, float, float);
- };
-
- enum ComponentMask
- {
- NONE = 0,
- POSITION_X = 1,
- POSITION_Y = 2,
- POSITION_Z = 4,
- POSITION = POSITION_X|POSITION_Y|POSITION_Z,
- EULER_X = 8,
- EULER_Y = 16,
- EULER_Z = 32,
- EULER = EULER_X|EULER_Y|EULER_Z,
- SCALE_X = 64,
- SCALE_Y = 128,
- SCALE_Z = 256,
- SCALE = SCALE_X|SCALE_Y|SCALE_Z
- };
-
- typedef Geometry::Angle<float> Angle;
- typedef LinAl::Vector<Angle, 3> AngleVector3;
-
-private:
- Vector3 position;
- AngleVector3 euler;
- Vector3 scale;
- ComponentMask mask;
-
-public:
- Transform();
-
- static Transform from_matrix(const Matrix &);
-
- void set_position(const Vector3 &);
- void set_euler(const AngleVector3 &);
- void set_rotation(const Angle &, const Vector3 &);
- void set_scale(float);
- void set_scale(const Vector3 &);
- const Vector3 &get_position() const { return position; }
- const AngleVector3 &get_euler() const { return euler; }
- const Vector3 &get_scale() const { return scale; }
- ComponentMask get_mask() const { return mask; }
-
- Matrix to_matrix() const;
-};
-
-inline Transform::ComponentMask operator&(Transform::ComponentMask m1, Transform::ComponentMask m2)
-{ return static_cast<Transform::ComponentMask>(static_cast<int>(m1)&static_cast<int>(m2)); }
-
-inline Transform::ComponentMask operator|(Transform::ComponentMask m1, Transform::ComponentMask m2)
-{ return static_cast<Transform::ComponentMask>(static_cast<int>(m1)|static_cast<int>(m2)); }
-
-inline Transform::ComponentMask operator^(Transform::ComponentMask m1, Transform::ComponentMask m2)
-{ return static_cast<Transform::ComponentMask>(static_cast<int>(m1)^static_cast<int>(m2)); }
-
-inline Transform::ComponentMask operator~(Transform::ComponentMask m)
-{ return static_cast<Transform::ComponentMask>(~static_cast<int>(m)); }
-
-} // namespace GL
-} // namespace Msp
-
-#endif