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- #ifndef TRANSFORM_H
- #define TRANSFORM_H
- #include "Basis.hpp"
- #include "AABB.hpp"
- #include "Plane.hpp"
- namespace godot {
- class Transform {
- public:
- static const Transform IDENTITY;
- static const Transform FLIP_X;
- static const Transform FLIP_Y;
- static const Transform FLIP_Z;
- Basis basis;
- Vector3 origin;
- void invert();
- Transform inverse() const;
- void affine_invert();
- Transform affine_inverse() const;
- Transform rotated(const Vector3 &p_axis, real_t p_phi) const;
- void rotate(const Vector3 &p_axis, real_t p_phi);
- void rotate_basis(const Vector3 &p_axis, real_t p_phi);
- void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up);
- Transform looking_at(const Vector3 &p_target, const Vector3 &p_up) const;
- void scale(const Vector3 &p_scale);
- Transform scaled(const Vector3 &p_scale) const;
- void scale_basis(const Vector3 &p_scale);
- void translate(real_t p_tx, real_t p_ty, real_t p_tz);
- void translate(const Vector3 &p_translation);
- Transform translated(const Vector3 &p_translation) const;
- inline const Basis &get_basis() const { return basis; }
- inline void set_basis(const Basis &p_basis) { basis = p_basis; }
- inline const Vector3 &get_origin() const { return origin; }
- inline void set_origin(const Vector3 &p_origin) { origin = p_origin; }
- void orthonormalize();
- Transform orthonormalized() const;
- bool operator==(const Transform &p_transform) const;
- bool operator!=(const Transform &p_transform) const;
- Vector3 xform(const Vector3 &p_vector) const;
- Vector3 xform_inv(const Vector3 &p_vector) const;
- Plane xform(const Plane &p_plane) const;
- Plane xform_inv(const Plane &p_plane) const;
- AABB xform(const AABB &p_aabb) const;
- AABB xform_inv(const AABB &p_aabb) const;
- void operator*=(const Transform &p_transform);
- Transform operator*(const Transform &p_transform) const;
- inline Vector3 operator*(const Vector3 &p_vector) const {
- return Vector3(
- basis.elements[0].dot(p_vector) + origin.x,
- basis.elements[1].dot(p_vector) + origin.y,
- basis.elements[2].dot(p_vector) + origin.z);
- }
- Transform interpolate_with(const Transform &p_transform, real_t p_c) const;
- Transform inverse_xform(const Transform &t) const;
- void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t tx, real_t ty, real_t tz);
- operator String() const;
- inline Transform(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t tx, real_t ty, real_t tz) {
- set(xx, xy, xz, yx, yy, yz, zx, zy, zz, tx, ty, tz);
- }
- Transform(const Basis &p_basis, const Vector3 &p_origin = Vector3());
- inline Transform() {}
- };
- } // namespace godot
- #endif // TRANSFORM_H
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