#include "transform.h" glm::mat4 Transform::getMatrix() const { return glm::toMat4(m_rotation) * glm::translate(glm::mat4(), m_position); } void Transform::setFromMatrix(const glm::mat4& mat) { m_position = glm::vec3(mat[3]); m_rotation = glm::conjugate(glm::toQuat(mat)); }