#ifndef TRANSFORM_H #define TRANSFORM_H #include "Basis.hpp" #include "Plane.hpp" #include "AABB.hpp" namespace godot { class 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; 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; 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