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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-07 20:08:09 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-07 20:08:09 +0100
commit1c4156ee127b14760ed3b1a0cd16ad12180c7ac6 (patch)
tree211505d5328f24c9f9beabf8f874d9e13ef92130 /src/crepe/api/Transform.h
parent9df087ede0b539ecbd2778236c7d1143362b384d (diff)
parent3d2428af8e8d9d49b4ade52d4806a7dae4cf1ab8 (diff)
merge `master` into `loek/savemgr`
Diffstat (limited to 'src/crepe/api/Transform.h')
-rw-r--r--src/crepe/api/Transform.h32
1 files changed, 23 insertions, 9 deletions
diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h
index d416088..d7a5b8a 100644
--- a/src/crepe/api/Transform.h
+++ b/src/crepe/api/Transform.h
@@ -1,23 +1,37 @@
#pragma once
-#include <cstdint>
-
-#include "api/Point.h"
+#include "api/Vector2.h"
#include "Component.h"
namespace crepe {
+/**
+ * \brief Transform component
+ *
+ * This class represents the Transform component. It stores the position,
+ * rotation and scale of a GameObject.
+ */
class Transform : public Component {
- // FIXME: What's the difference between the `Point` and `Position`
- // classes/structs? How about we replace both with a universal `Vec2` that
- // works similar (or the same) as those found in GLSL?
+public:
+ /**
+ * \param id The id of the GameObject this component belongs to
+ * \param point The position of the GameObject
+ * \param rotation The rotation of the GameObject
+ * \param scale The scale of the GameObject
+ */
+ Transform(game_object_id_t id, const Vector2 & point, double rotation,
+ double scale);
+ /**
+ * \brief Get the maximum number of instances for this component
+ *
+ * \return The maximum number of instances for this component
+ */
+ virtual int get_instances_max() const { return 1; }
public:
- Transform(uint32_t id, const Point &, double, double);
- ~Transform();
//! Translation (shift)
- Point position;
+ Vector2 position;
//! Rotation, in radians
double rotation;
//! Multiplication factor