text: // REWRITE IT!
  #pragma once
  
  #ifndef TRANSFORM_INCLUDED_H
  #define TRANSFORM_INCLUDED_H
  
  #include <glm/glm.hpp>
  #include <glm/gtx/transform.hpp>
  #include "rwde_camera.h"
  
  struct Transform
  {
  public:
  	Transform(const glm::vec3& pos = glm::vec3(), const glm::vec3& rot = glm::vec3(), const glm::vec3& scale = glm::vec3(1.0f, 1.0f, 1.0f))
  	{
  		this->pos = pos;
  		this->rot = rot;
  		this->scale = scale;
  	}
  
  	inline glm::mat4 GetModel() const
  	{
  		glm::mat4 posMat = glm::translate(pos);
  		glm::mat4 scaleMat = glm::scale(scale);
  		glm::mat4 rotX = glm::rotate(rot.x, glm::vec3(1.0, 0.0, 0.0));
  		glm::mat4 rotY = glm::rotate(rot.y, glm::vec3(0.0, 1.0, 0.0));
  		glm::mat4 rotZ = glm::rotate(rot.z, glm::vec3(0.0, 0.0, 1.0));
  		glm::mat4 rotMat = rotX * rotY * rotZ;
  
  		return posMat * rotMat * scaleMat;
  	}
  
  	inline glm::mat4 GetMVP(const RWDE::Camera& camera) const
  	{
  		glm::mat4 VP = camera.getViewProjection();
  		glm::mat4 M = GetModel();
  
  		return VP * M;//camera.GetViewProjection() * GetModel();
  	}
  
  	inline glm::vec3* GetPos() { return &pos; }
  	inline glm::vec3* GetRot() { return &rot; }
  	inline glm::vec3* GetScale() { return &scale; }
  
  	inline void SetPos(glm::vec3& pos) { this->pos = pos; }
  	inline void SetRot(glm::vec3& rot) { this->rot = rot; }
  	inline void SetScale(glm::vec3& scale) { this->scale = scale; }
  protected:
  private:
  	glm::vec3 pos;
  	glm::vec3 rot;
  	glm::vec3 scale;
  };
  
  #endif