mirror of
https://github.com/Relintai/gdnative_cpp.git
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122 lines
4.8 KiB
C++
122 lines
4.8 KiB
C++
/*************************************************************************/
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/* Transform.hpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef TRANSFORM_H
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#define TRANSFORM_H
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#include "Basis.hpp"
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#include "AABB.hpp"
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#include "Plane.hpp"
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namespace godot {
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class Transform {
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public:
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static const Transform IDENTITY;
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static const Transform FLIP_X;
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static const Transform FLIP_Y;
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static const Transform FLIP_Z;
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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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AABB xform(const AABB &p_aabb) const;
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AABB xform_inv(const AABB &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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inline Vector3 operator*(const Vector3 &p_vector) const {
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return Vector3(
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basis.elements[0].dot(p_vector) + origin.x,
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basis.elements[1].dot(p_vector) + origin.y,
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basis.elements[2].dot(p_vector) + origin.z);
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}
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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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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) {
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set(xx, xy, xz, yx, yy, yz, zx, zy, zz, tx, ty, tz);
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}
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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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} // namespace godot
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#endif // TRANSFORM_H
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