#include "Toolbox.h" namespace toolbox { glm::mat4 createModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale) { glm::mat4 matrix(1.0f); matrix = glm::translate(matrix, translation); matrix = glm::rotate(matrix, glm::radians(rotation.x), glm::vec3(1, 0, 0)); matrix = glm::rotate(matrix, glm::radians(rotation.y), glm::vec3(0, 1, 0)); matrix = glm::rotate(matrix, glm::radians(rotation.z), glm::vec3(0, 0, 1)); matrix = glm::scale(matrix, glm::vec3(scale, scale, scale)); return matrix; } glm::mat4 createViewMatrix(entities::Camera& camera) { glm::mat4 matrix(1.0f); matrix = glm::rotate(matrix, glm::radians(camera.getRotation().x), glm::vec3(1, 0, 0)); matrix = glm::rotate(matrix, glm::radians(camera.getRotation().y), glm::vec3(0, 1, 0)); matrix = glm::rotate(matrix, glm::radians(camera.getRotation().z), glm::vec3(0, 0, 1)); const glm::vec3 negativeCamPos = glm::vec3(-camera.getPosition().x, -camera.getPosition().y, -camera.getPosition().z); matrix = glm::translate(matrix, negativeCamPos); return matrix; } }