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#pragma once
#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 {
public:
//! Translation (shift)
vec2 position = {0, 0};
//! Rotation, in degrees clockwise
float rotation = 0;
//! Multiplication factor
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;
protected:
virtual std::unique_ptr<Component> save() const;
Transform(const Transform &) = default;
virtual void restore(const Component & snapshot);
virtual Transform & operator=(const Transform &) = default;
};
} // namespace crepe
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