godot-cpp/include/core/Transform.hpp

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#ifndef TRANSFORM_H
#define TRANSFORM_H
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#if defined(_WIN32)
# ifdef _GD_CPP_CORE_API_IMPL
# define GD_CPP_CORE_API __declspec(dllexport)
# else
# define GD_CPP_CORE_API __declspec(dllimport)
# endif
#else
# define GD_CPP_CORE_API
#endif
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#include "Basis.hpp"
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#include "Plane.hpp"
#include "Rect3.hpp"
namespace godot {
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class GD_CPP_CORE_API Transform {
public:
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;
Rect3 xform(const Rect3& p_aabb) const;
Rect3 xform_inv(const Rect3& p_aabb) const;
void operator*=(const Transform& p_transform);
Transform operator*(const Transform& p_transform) const;
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() {}
};
}
#endif // TRANSFORM_H