godot/core/math/basis.h

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/*  basis.h                                                               */
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#ifndef BASIS_H
#define BASIS_H

#include "core/math/quaternion.h"
#include "core/math/vector3.h"

struct [[nodiscard]] Basis {};

_FORCE_INLINE_ void Basis::operator*=(const Basis &p_matrix) {}

_FORCE_INLINE_ Basis Basis::operator*(const Basis &p_matrix) const {}

_FORCE_INLINE_ void Basis::operator+=(const Basis &p_matrix) {}

_FORCE_INLINE_ Basis Basis::operator+(const Basis &p_matrix) const {}

_FORCE_INLINE_ void Basis::operator-=(const Basis &p_matrix) {}

_FORCE_INLINE_ Basis Basis::operator-(const Basis &p_matrix) const {}

_FORCE_INLINE_ void Basis::operator*=(real_t p_val) {}

_FORCE_INLINE_ Basis Basis::operator*(real_t p_val) const {}

_FORCE_INLINE_ void Basis::operator/=(real_t p_val) {}

_FORCE_INLINE_ Basis Basis::operator/(real_t p_val) const {}

Vector3 Basis::xform(const Vector3 &p_vector) const {}

Vector3 Basis::xform_inv(const Vector3 &p_vector) const {}

real_t Basis::determinant() const {}

#endif // BASIS_H