void Transform::ComputeTransformMatrix(glm::mat4& _mat)
{
	Transform* parent = GetEntity()->GetParent()->GetComponent<Transform>();

	if(parent)
	{
		parent->ComputeTransformMatrix(_mat);
	}

	// translation
	_mat = glm::translate(_mat, m_pos);

	// rotation
	_mat *= glm::toMat4(m_rot);

	// scale
	_mat = glm::scale(_mat, m_scale);
}