godot-cpp/include/core/Basis.hpp

147 lines
2.7 KiB
C++

#ifndef BASIS_H
#define BASIS_H
#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
#include "Defs.hpp"
#include "Vector3.hpp"
namespace godot {
class Quat;
class GD_CPP_CORE_API Basis {
public:
Vector3 elements[3];
Basis(const Quat& p_quat); // euler
Basis(const Vector3& p_euler); // euler
Basis(const Vector3& p_axis, real_t p_phi);
Basis(const Vector3& row0, const Vector3& row1, const Vector3& row2);
Basis(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);
Basis();
const Vector3& operator[](int axis) const;
Vector3& operator[](int axis);
void invert();
bool isequal_approx(const Basis& a, const Basis& b) const;
bool is_orthogonal() const;
bool is_rotation() const;
void transpose();
Basis inverse() const;
Basis transposed() const;
real_t determinant() const;
Vector3 get_axis(int p_axis) const;
void set_axis(int p_axis, const Vector3& p_value);
void rotate(const Vector3& p_axis, real_t p_phi);
Basis rotated(const Vector3& p_axis, real_t p_phi) const;
void scale( const Vector3& p_scale );
Basis scaled( const Vector3& p_scale ) const;
Vector3 get_scale() const;
Vector3 get_euler() const;
void set_euler(const Vector3& p_euler);
// transposed dot products
real_t tdotx(const Vector3& v) const;
real_t tdoty(const Vector3& v) const;
real_t tdotz(const Vector3& v) const;
bool operator==(const Basis& p_matrix) const;
bool operator!=(const Basis& p_matrix) const;
Vector3 xform(const Vector3& p_vector) const;
Vector3 xform_inv(const Vector3& p_vector) const;
void operator*=(const Basis& p_matrix);
Basis operator*(const Basis& p_matrix) const;
void operator+=(const Basis& p_matrix);
Basis operator+(const Basis& p_matrix) const;
void operator-=(const Basis& p_matrix);
Basis operator-(const Basis& p_matrix) const;
void operator*=(real_t p_val);
Basis operator*(real_t p_val) const;
int get_orthogonal_index() const; // down below
void set_orthogonal_index(int p_index); // down below
operator String() const;
void get_axis_and_angle(Vector3 &r_axis,real_t& r_angle) const;
/* create / set */
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);
Vector3 get_column(int i) const;
Vector3 get_row(int i) const;
Vector3 get_main_diagonal() const;
void set_row(int i, const Vector3& p_row);
Basis transpose_xform(const Basis& m) const;
void orthonormalize();
Basis orthonormalized() const;
bool is_symmetric() const;
Basis diagonalize();
operator Quat() const;
};
}
#endif // BASIS_H