glm::mat4 ObjectPole::CalcMatrix() const { glm::mat4 translateMat(1.0f); translateMat[3] = glm::vec4(m_po.position, 1.0f); return translateMat * glm::mat4_cast(m_po.orientation); }
void Translate(const glm::vec3 &offsetVec) { glm::mat4 translateMat(1.0f); translateMat[3] = glm::vec4(offsetVec, 1.0f); m_currMat = m_currMat * translateMat; }
mat4 Transform::modelMat() { return rotateMat() * scaleMat() * translateMat(); }