godot/core/math/transform_2d.h

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/*  transform_2d.h                                                        */
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#ifndef TRANSFORM_2D_H
#define TRANSFORM_2D_H

#include "core/math/math_funcs.h"
#include "core/math/rect2.h"
#include "core/math/vector2.h"
#include "core/templates/vector.h"

class String;

struct [[nodiscard]] Transform2D {};

Vector2 Transform2D::basis_xform(const Vector2 &p_vec) const {}

Vector2 Transform2D::basis_xform_inv(const Vector2 &p_vec) const {}

Vector2 Transform2D::xform(const Vector2 &p_vec) const {}

Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {}

Rect2 Transform2D::xform(const Rect2 &p_rect) const {}

void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {}

void Transform2D::set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, real_t p_skew) {}

Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {}

Vector<Vector2> Transform2D::xform(const Vector<Vector2> &p_array) const {}

Vector<Vector2> Transform2D::xform_inv(const Vector<Vector2> &p_array) const {}

#endif // TRANSFORM_2D_H