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/*************************************************************************/
/* transform.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_TRANSFORM_H
#define GODOT_TRANSFORM_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_TRANSFORM_SIZE 48
#ifndef GODOT_CORE_API_GODOT_TRANSFORM_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_TRANSFORM_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_TRANSFORM_SIZE];
} godot_transform;
#endif
#include "basis.h"
#include "gdnative.h"
#include "variant.h"
#include "vector3.h"
void GDAPI godot_transform_new_with_axis_origin(godot_transform *r_dest, const godot_vector3 *p_x_axis, const godot_vector3 *p_y_axis, const godot_vector3 *p_z_axis, const godot_vector3 *p_origin);
void GDAPI godot_transform_new(godot_transform *r_dest, const godot_basis *p_basis, const godot_vector3 *p_origin);
godot_basis GDAPI godot_transform_get_basis(const godot_transform *p_self);
void GDAPI godot_transform_set_basis(godot_transform *p_self, godot_basis *p_v);
godot_vector3 GDAPI godot_transform_get_origin(const godot_transform *p_self);
void GDAPI godot_transform_set_origin(godot_transform *p_self, godot_vector3 *p_v);
godot_string GDAPI godot_transform_as_string(const godot_transform *p_self);
godot_transform GDAPI godot_transform_inverse(const godot_transform *p_self);
godot_transform GDAPI godot_transform_affine_inverse(const godot_transform *p_self);
godot_transform GDAPI godot_transform_orthonormalized(const godot_transform *p_self);
godot_transform GDAPI godot_transform_rotated(const godot_transform *p_self, const godot_vector3 *p_axis, const godot_real p_phi);
godot_transform GDAPI godot_transform_scaled(const godot_transform *p_self, const godot_vector3 *p_scale);
godot_transform GDAPI godot_transform_translated(const godot_transform *p_self, const godot_vector3 *p_ofs);
godot_transform GDAPI godot_transform_looking_at(const godot_transform *p_self, const godot_vector3 *p_target, const godot_vector3 *p_up);
godot_plane GDAPI godot_transform_xform_plane(const godot_transform *p_self, const godot_plane *p_v);
godot_plane GDAPI godot_transform_xform_inv_plane(const godot_transform *p_self, const godot_plane *p_v);
void GDAPI godot_transform_new_identity(godot_transform *r_dest);
godot_bool GDAPI godot_transform_operator_equal(const godot_transform *p_self, const godot_transform *p_b);
godot_transform GDAPI godot_transform_operator_multiply(const godot_transform *p_self, const godot_transform *p_b);
godot_vector3 GDAPI godot_transform_xform_vector3(const godot_transform *p_self, const godot_vector3 *p_v);
godot_vector3 GDAPI godot_transform_xform_inv_vector3(const godot_transform *p_self, const godot_vector3 *p_v);
godot_rect3 GDAPI godot_transform_xform_rect3(const godot_transform *p_self, const godot_rect3 *p_v);
godot_rect3 GDAPI godot_transform_xform_inv_rect3(const godot_transform *p_self, const godot_rect3 *p_v);
#ifdef __cplusplus
}
#endif
#endif // GODOT_TRANSFORM_H
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