godot/core/math/transform_3d.h

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/*  transform_3d.h                                                        */
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#ifndef TRANSFORM_3D_H
#define TRANSFORM_3D_H

#include "core/math/aabb.h"
#include "core/math/basis.h"
#include "core/math/plane.h"
#include "core/templates/vector.h"

struct [[nodiscard]] Transform3D {};

_FORCE_INLINE_ Vector3 Transform3D::xform(const Vector3 &p_vector) const {}

_FORCE_INLINE_ Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const {}

// Neither the plane regular xform or xform_inv are particularly efficient,
// as they do a basis inverse. For xforming a large number
// of planes it is better to pre-calculate the inverse transpose basis once
// and reuse it for each plane, by using the 'fast' version of the functions.
_FORCE_INLINE_ Plane Transform3D::xform(const Plane &p_plane) const {}

_FORCE_INLINE_ Plane Transform3D::xform_inv(const Plane &p_plane) const {}

_FORCE_INLINE_ AABB Transform3D::xform(const AABB &p_aabb) const {}

_FORCE_INLINE_ AABB Transform3D::xform_inv(const AABB &p_aabb) const {}

Vector<Vector3> Transform3D::xform(const Vector<Vector3> &p_array) const {}

Vector<Vector3> Transform3D::xform_inv(const Vector<Vector3> &p_array) const {}

_FORCE_INLINE_ Plane Transform3D::xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const {}

_FORCE_INLINE_ Plane Transform3D::xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose) {}

#endif // TRANSFORM_3D_H