Transform.hpp 2.7 KB

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  1. #ifndef TRANSFORM_H
  2. #define TRANSFORM_H
  3. #include "Basis.hpp"
  4. #include "AABB.hpp"
  5. #include "Plane.hpp"
  6. namespace godot {
  7. class Transform {
  8. public:
  9. static const Transform IDENTITY;
  10. static const Transform FLIP_X;
  11. static const Transform FLIP_Y;
  12. static const Transform FLIP_Z;
  13. Basis basis;
  14. Vector3 origin;
  15. void invert();
  16. Transform inverse() const;
  17. void affine_invert();
  18. Transform affine_inverse() const;
  19. Transform rotated(const Vector3 &p_axis, real_t p_phi) const;
  20. void rotate(const Vector3 &p_axis, real_t p_phi);
  21. void rotate_basis(const Vector3 &p_axis, real_t p_phi);
  22. void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up);
  23. Transform looking_at(const Vector3 &p_target, const Vector3 &p_up) const;
  24. void scale(const Vector3 &p_scale);
  25. Transform scaled(const Vector3 &p_scale) const;
  26. void scale_basis(const Vector3 &p_scale);
  27. void translate(real_t p_tx, real_t p_ty, real_t p_tz);
  28. void translate(const Vector3 &p_translation);
  29. Transform translated(const Vector3 &p_translation) const;
  30. inline const Basis &get_basis() const { return basis; }
  31. inline void set_basis(const Basis &p_basis) { basis = p_basis; }
  32. inline const Vector3 &get_origin() const { return origin; }
  33. inline void set_origin(const Vector3 &p_origin) { origin = p_origin; }
  34. void orthonormalize();
  35. Transform orthonormalized() const;
  36. bool operator==(const Transform &p_transform) const;
  37. bool operator!=(const Transform &p_transform) const;
  38. Vector3 xform(const Vector3 &p_vector) const;
  39. Vector3 xform_inv(const Vector3 &p_vector) const;
  40. Plane xform(const Plane &p_plane) const;
  41. Plane xform_inv(const Plane &p_plane) const;
  42. AABB xform(const AABB &p_aabb) const;
  43. AABB xform_inv(const AABB &p_aabb) const;
  44. void operator*=(const Transform &p_transform);
  45. Transform operator*(const Transform &p_transform) const;
  46. inline Vector3 operator*(const Vector3 &p_vector) const {
  47. return Vector3(
  48. basis.elements[0].dot(p_vector) + origin.x,
  49. basis.elements[1].dot(p_vector) + origin.y,
  50. basis.elements[2].dot(p_vector) + origin.z);
  51. }
  52. Transform interpolate_with(const Transform &p_transform, real_t p_c) const;
  53. Transform inverse_xform(const Transform &t) const;
  54. 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);
  55. operator String() const;
  56. 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) {
  57. set(xx, xy, xz, yx, yy, yz, zx, zy, zz, tx, ty, tz);
  58. }
  59. Transform(const Basis &p_basis, const Vector3 &p_origin = Vector3());
  60. inline Transform() {}
  61. };
  62. } // namespace godot
  63. #endif // TRANSFORM_H