aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/api/Transform.h
diff options
context:
space:
mode:
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