godot-cpp/include/core/Basis.hpp

133 lines
2.8 KiB
C++

#ifndef BASIS_H
#define BASIS_H
#include "Defs.hpp"
#include "Vector3.hpp"
namespace godot {
class Quat;
class Basis {
public:
union {
Vector3 elements[3];
Vector3 x, y, z;
};
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_xyz() const;
void set_euler_xyz(const Vector3 &p_euler);
Vector3 get_euler_yxz() const;
void set_euler_yxz(const Vector3 &p_euler);
inline Vector3 get_euler() const { return get_euler_yxz(); }
inline void set_euler(const Vector3 &p_euler) { set_euler_yxz(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;
};
} // namespace godot
#endif // BASIS_H