godot/modules/mono/glue/cs_files/Transform.cs

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using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
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namespace Godot
{
[StructLayout(LayoutKind.Sequential)]
public struct Transform : IEquatable<Transform>
{
public Basis basis;
public Vector3 origin;
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public Transform AffineInverse()
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{
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Basis basisInv = basis.Inverse();
return new Transform(basisInv, basisInv.Xform(-origin));
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}
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public Transform Inverse()
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{
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Basis basisTr = basis.Transposed();
return new Transform(basisTr, basisTr.Xform(-origin));
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}
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public Transform LookingAt(Vector3 target, Vector3 up)
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{
var t = this;
t.SetLookAt(origin, target, up);
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return t;
}
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public Transform Orthonormalized()
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{
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return new Transform(basis.Orthonormalized(), origin);
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}
public Transform Rotated(Vector3 axis, real_t phi)
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{
return new Transform(new Basis(axis, phi), new Vector3()) * this;
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}
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public Transform Scaled(Vector3 scale)
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{
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return new Transform(basis.Scaled(scale), origin * scale);
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}
public void SetLookAt(Vector3 eye, Vector3 target, Vector3 up)
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{
// Make rotation matrix
// Z vector
Vector3 zAxis = eye - target;
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zAxis.Normalize();
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Vector3 yAxis = up;
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Vector3 xAxis = yAxis.Cross(zAxis);
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// Recompute Y = Z cross X
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yAxis = zAxis.Cross(xAxis);
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xAxis.Normalize();
yAxis.Normalize();
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basis = Basis.CreateFromAxes(xAxis, yAxis, zAxis);
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origin = eye;
}
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public Transform Translated(Vector3 ofs)
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{
return new Transform(basis, new Vector3
(
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origin[0] += basis[0].Dot(ofs),
origin[1] += basis[1].Dot(ofs),
origin[2] += basis[2].Dot(ofs)
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));
}
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public Vector3 Xform(Vector3 v)
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{
return new Vector3
(
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basis[0].Dot(v) + origin.x,
basis[1].Dot(v) + origin.y,
basis[2].Dot(v) + origin.z
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);
}
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public Vector3 XformInv(Vector3 v)
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{
Vector3 vInv = v - origin;
return new Vector3
(
basis[0, 0] * vInv.x + basis[1, 0] * vInv.y + basis[2, 0] * vInv.z,
basis[0, 1] * vInv.x + basis[1, 1] * vInv.y + basis[2, 1] * vInv.z,
basis[0, 2] * vInv.x + basis[1, 2] * vInv.y + basis[2, 2] * vInv.z
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);
}
// Constructors
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public Transform(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis, Vector3 origin)
{
basis = Basis.CreateFromAxes(xAxis, yAxis, zAxis);
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this.origin = origin;
}
public Transform(Quat quat, Vector3 origin)
{
basis = new Basis(quat);
this.origin = origin;
}
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public Transform(Basis basis, Vector3 origin)
{
this.basis = basis;
this.origin = origin;
}
public static Transform operator *(Transform left, Transform right)
{
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left.origin = left.Xform(right.origin);
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left.basis *= right.basis;
return left;
}
public static bool operator ==(Transform left, Transform right)
{
return left.Equals(right);
}
public static bool operator !=(Transform left, Transform right)
{
return !left.Equals(right);
}
public override bool Equals(object obj)
{
if (obj is Transform)
{
return Equals((Transform)obj);
}
return false;
}
public bool Equals(Transform other)
{
return basis.Equals(other.basis) && origin.Equals(other.origin);
}
public override int GetHashCode()
{
return basis.GetHashCode() ^ origin.GetHashCode();
}
public override string ToString()
{
return String.Format("{0} - {1}", new object[]
{
basis.ToString(),
origin.ToString()
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});
}
public string ToString(string format)
{
return String.Format("{0} - {1}", new object[]
{
basis.ToString(format),
origin.ToString(format)
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});
}
}
}