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-rw-r--r--src/crepe/api/Transform.h41
1 files changed, 27 insertions, 14 deletions
diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h
index d416088..7ee6d65 100644
--- a/src/crepe/api/Transform.h
+++ b/src/crepe/api/Transform.h
@@ -1,27 +1,40 @@
#pragma once
-#include <cstdint>
-
-#include "api/Point.h"
-
#include "Component.h"
+#include "types.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:
- Transform(uint32_t id, const Point &, double, double);
- ~Transform();
//! Translation (shift)
- Point position;
- //! Rotation, in radians
- double rotation;
+ vec2 position = {0, 0};
+ //! Rotation, in degrees clockwise
+ float rotation = 0;
//! Multiplication factor
- double scale;
+ float scale = 0;
+
+protected:
+ /**
+ * \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 vec2 & point, double rotation, double scale);
+ /**
+ * There is always exactly one transform component per entity
+ * \return 1
+ */
+ virtual int get_instances_max() const { return 1; }
+ //! ComponentManager instantiates all components
+ friend class ComponentManager;
};
} // namespace crepe