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transformnode.cpp
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/* START OF 'transformnode.cpp' FILE */
#include "nodevisitor.h"
#include "transformnode.h"
TRANSFORM_NODE::TRANSFORM_NODE (void)
{
}
TRANSFORM_NODE::TRANSFORM_NODE (const glm::mat4 & newTransform) :
transform(newTransform)
{
}
TRANSFORM_NODE::~TRANSFORM_NODE (void)
{
}
void TRANSFORM_NODE::AddChild (SCENE_NODE * node)
{
if (!node) {
return;
}
node->AddParent(this);
children.push_back(node);
}
void TRANSFORM_NODE::Descend (NODE_VISITOR & nv)
{
for (auto it : children) {
it->Accept(nv);
}
}
void TRANSFORM_NODE::Accept (NODE_VISITOR & nv)
{
nv.Apply(*this);
}
void TRANSFORM_NODE::SetTransform (const glm::mat4 & matrix)
{
transform = matrix;
}
void TRANSFORM_NODE::Translate (const glm::vec3 & translateVec)
{
glm::mat4 translateMatr = glm::translate(translateVec);
transform = translateMatr * transform;
}
void TRANSFORM_NODE::Rotate (const glm::vec3 & vec, const float phi)
{
glm::mat4 rotateMatr = glm::rotate(phi, vec);
transform = rotateMatr * transform;
}
void TRANSFORM_NODE::Scale (const glm::vec3 & scaleVec)
{
glm::mat4 scaleMatr = glm::scale(scaleVec);
transform = scaleMatr * transform;
}
void TRANSFORM_NODE::Scale (const float coeff)
{
glm::mat4 scaleMatr = glm::scale(glm::vec3(coeff, coeff, coeff));
transform = scaleMatr * transform;
}
/* END OF 'transformnode.cpp' FILE */