File transform.hpp
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#pragma once
#include <glm/glm.hpp>
namespace atlas {
// While integrating with the graphics make this transform instead of
// transform physics
// This can be put in components.hpp as tranform after merging and fixing
// renderer to have its own component for color and material.
struct transform_physics {
glm::highp_vec3 position{ 0.f };
glm::highp_vec4 quaterion_rotation{ 0.0f, 0.0f, 0.0f, 1.0f };
glm::highp_vec3 rotation{ 0.f };
glm::highp_vec3 scale{ 1.f };
};
};