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-rw-r--r--src/crepe/api/Transform.h26
1 files changed, 20 insertions, 6 deletions
diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h
index 557061b..69ea48f 100644
--- a/src/crepe/api/Transform.h
+++ b/src/crepe/api/Transform.h
@@ -8,15 +8,29 @@
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();
+ /**
+ * \param id The id of the GameObject this component belongs to
+ * \param point The position of the GameObject
+ * \param rot The rotation of the GameObject
+ * \param scale The scale of the GameObject
+ */
+ Transform(uint32_t id, const Point & point, double rot, 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:
//! Translation (shift)
Point position;
//! Rotation, in radians