/*************************************************************************/ /* Transform.hpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #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