78 lines
2.1 KiB
C++
78 lines
2.1 KiB
C++
#ifndef TRANSFORM_H
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#define TRANSFORM_H
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#include "Basis.h"
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#include "Plane.h"
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#include "Rect3.h"
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namespace godot {
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class Transform {
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public:
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Basis basis;
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Vector3 origin;
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void invert();
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Transform inverse() const;
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void affine_invert();
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Transform affine_inverse() const;
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Transform rotated(const Vector3& p_axis,real_t p_phi) const;
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void rotate(const Vector3& p_axis,real_t p_phi);
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void rotate_basis(const Vector3& p_axis,real_t p_phi);
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void set_look_at( const Vector3& p_eye, const Vector3& p_target, const Vector3& p_up );
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Transform looking_at( const Vector3& p_target, const Vector3& p_up ) const;
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void scale(const Vector3& p_scale);
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Transform scaled(const Vector3& p_scale) const;
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void scale_basis(const Vector3& p_scale);
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void translate( real_t p_tx, real_t p_ty, real_t p_tz );
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void translate( const Vector3& p_translation );
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Transform translated( const Vector3& p_translation ) const;
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inline const Basis& get_basis() const { return basis; }
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inline void set_basis(const Basis& p_basis) { basis=p_basis; }
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inline const Vector3& get_origin() const { return origin; }
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inline void set_origin(const Vector3& p_origin) { origin=p_origin; }
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void orthonormalize();
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Transform orthonormalized() const;
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bool operator==(const Transform& p_transform) const;
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bool operator!=(const Transform& p_transform) const;
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Vector3 xform(const Vector3& p_vector) const;
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Vector3 xform_inv(const Vector3& p_vector) const;
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Plane xform(const Plane& p_plane) const;
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Plane xform_inv(const Plane& p_plane) const;
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Rect3 xform(const Rect3& p_aabb) const;
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Rect3 xform_inv(const Rect3& p_aabb) const;
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void operator*=(const Transform& p_transform);
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Transform operator*(const Transform& p_transform) const;
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Transform interpolate_with(const Transform& p_transform, real_t p_c) const;
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Transform inverse_xform(const Transform& t) const;
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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);
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operator String() const;
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Transform(const Basis& p_basis, const Vector3& p_origin=Vector3());
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inline Transform() {}
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};
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}
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#endif // TRANSFORM_H
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