You need the Transform struct as well:
#include "SVector3.h"
#include "SQuaternion.h"
struct Transform
{
Transform(TEntity entity)
{
this->entity = entity;
TVec3 v;
v = EntityPosition(entity,1);
this->position = Vector3(v.X,v.Y,v.Z);
v = EntityPosition(entity,0);
this->localPosition = Vector3(v.X,v.Y,v.Z);
v = EntityScale(entity);
this->scale = Vector3(v.X,v.Y,v.Z);
v = Vec3(0,1,0);
v = TFormVector(v, entity, NULL);
this->up = Vector3(v.X,v.Y,v.Z);
v = Vec3(0,0,1);
v = TFormVector(v, entity, NULL);
this->forward = Vector3(v.X,v.Y,v.Z);
v = Vec3(1,0,0);
v = TFormVector(v, entity, NULL);
this->right = Vector3(v.X,v.Y,v.Z);
v = EntityRotation(entity,1);
this->rotation = Quaternion(Vector3(v.X,v.Y,v.Z));
v = EntityRotation(entity,0);
this->localRotation = Quaternion(Vector3(v.X,v.Y,v.Z));
}
TEntity entity;
Vector3 position;
Vector3 localPosition;
Vector3 scale;
Vector3 up;
Vector3 forward;
Vector3 right;
Quaternion rotation;
Quaternion localRotation;
};
And the math classes too. So if you don't have any, let me know and I will zip them up for you.