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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 };
    };
};