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			218 lines
		
	
	
	
		
			7.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			218 lines
		
	
	
	
		
			7.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  transform_3d.cpp                                                     */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #include "transform_3d.h"
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| 
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| #include "core/math/math_funcs.h"
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| #include "core/string/print_string.h"
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| 
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| void Transform3D::affine_invert() {
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| 	basis.invert();
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| 	origin = basis.xform(-origin);
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| }
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| 
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| Transform3D Transform3D::affine_inverse() const {
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| 	Transform3D ret = *this;
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| 	ret.affine_invert();
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| 	return ret;
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| }
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| 
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| void Transform3D::invert() {
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| 	basis.transpose();
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| 	origin = basis.xform(-origin);
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| }
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| 
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| Transform3D Transform3D::inverse() const {
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| 	// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
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| 	// Transform3D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
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| 	Transform3D ret = *this;
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| 	ret.invert();
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| 	return ret;
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| }
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| 
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| void Transform3D::rotate(const Vector3 &p_axis, real_t p_angle) {
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| 	*this = rotated(p_axis, p_angle);
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| }
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| 
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| Transform3D Transform3D::rotated(const Vector3 &p_axis, real_t p_angle) const {
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| 	return Transform3D(Basis(p_axis, p_angle), Vector3()) * (*this);
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| }
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| 
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| void Transform3D::rotate_basis(const Vector3 &p_axis, real_t p_angle) {
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| 	basis.rotate(p_axis, p_angle);
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| }
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| 
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| Transform3D Transform3D::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
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| 	Transform3D t = *this;
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| 	t.basis = Basis::looking_at(p_target - origin, p_up);
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| 	return t;
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| }
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| 
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| void Transform3D::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
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| 	basis = Basis::looking_at(p_target - p_eye, p_up);
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| 	origin = p_eye;
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| }
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| 
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| Transform3D Transform3D::sphere_interpolate_with(const Transform3D &p_transform, real_t p_c) const {
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| 	/* not sure if very "efficient" but good enough? */
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| 
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| 	Transform3D interp;
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| 
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| 	Vector3 src_scale = basis.get_scale();
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| 	Quaternion src_rot = basis.get_rotation_quaternion();
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| 	Vector3 src_loc = origin;
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| 
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| 	Vector3 dst_scale = p_transform.basis.get_scale();
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| 	Quaternion dst_rot = p_transform.basis.get_rotation_quaternion();
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| 	Vector3 dst_loc = p_transform.origin;
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| 
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| 	interp.basis.set_quaternion_scale(src_rot.slerp(dst_rot, p_c).normalized(), src_scale.lerp(dst_scale, p_c));
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| 	interp.origin = src_loc.lerp(dst_loc, p_c);
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| 
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| 	return interp;
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| }
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| 
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| Transform3D Transform3D::interpolate_with(const Transform3D &p_transform, real_t p_c) const {
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| 	Transform3D interp;
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| 
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| 	interp.basis = basis.lerp(p_transform.basis, p_c);
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| 	interp.origin = origin.lerp(p_transform.origin, p_c);
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| 
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| 	return interp;
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| }
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| 
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| void Transform3D::scale(const Vector3 &p_scale) {
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| 	basis.scale(p_scale);
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| 	origin *= p_scale;
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| }
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| 
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| Transform3D Transform3D::scaled(const Vector3 &p_scale) const {
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| 	Transform3D t = *this;
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| 	t.scale(p_scale);
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| 	return t;
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| }
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| 
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| void Transform3D::scale_basis(const Vector3 &p_scale) {
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| 	basis.scale(p_scale);
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| }
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| 
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| void Transform3D::translate(real_t p_tx, real_t p_ty, real_t p_tz) {
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| 	translate(Vector3(p_tx, p_ty, p_tz));
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| }
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| 
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| void Transform3D::translate(const Vector3 &p_translation) {
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| 	for (int i = 0; i < 3; i++) {
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| 		origin[i] += basis[i].dot(p_translation);
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| 	}
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| }
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| 
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| Transform3D Transform3D::translated(const Vector3 &p_translation) const {
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| 	Transform3D t = *this;
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| 	t.translate(p_translation);
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| 	return t;
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| }
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| 
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| void Transform3D::orthonormalize() {
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| 	basis.orthonormalize();
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| }
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| 
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| Transform3D Transform3D::orthonormalized() const {
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| 	Transform3D _copy = *this;
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| 	_copy.orthonormalize();
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| 	return _copy;
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| }
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| 
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| void Transform3D::orthogonalize() {
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| 	basis.orthogonalize();
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| }
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| 
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| Transform3D Transform3D::orthogonalized() const {
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| 	Transform3D _copy = *this;
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| 	_copy.orthogonalize();
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| 	return _copy;
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| }
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| 
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| bool Transform3D::is_equal_approx(const Transform3D &p_transform) const {
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| 	return basis.is_equal_approx(p_transform.basis) && origin.is_equal_approx(p_transform.origin);
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| }
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| 
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| bool Transform3D::operator==(const Transform3D &p_transform) const {
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| 	return (basis == p_transform.basis && origin == p_transform.origin);
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| }
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| 
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| bool Transform3D::operator!=(const Transform3D &p_transform) const {
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| 	return (basis != p_transform.basis || origin != p_transform.origin);
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| }
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| 
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| void Transform3D::operator*=(const Transform3D &p_transform) {
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| 	origin = xform(p_transform.origin);
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| 	basis *= p_transform.basis;
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| }
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| 
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| Transform3D Transform3D::operator*(const Transform3D &p_transform) const {
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| 	Transform3D t = *this;
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| 	t *= p_transform;
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| 	return t;
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| }
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| 
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| void Transform3D::operator*=(const real_t p_val) {
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| 	origin *= p_val;
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| 	basis *= p_val;
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| }
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| 
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| Transform3D Transform3D::operator*(const real_t p_val) const {
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| 	Transform3D ret(*this);
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| 	ret *= p_val;
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| 	return ret;
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| }
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| 
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| Transform3D::operator String() const {
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| 	return "[X: " + basis.get_column(0).operator String() +
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| 			", Y: " + basis.get_column(1).operator String() +
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| 			", Z: " + basis.get_column(2).operator String() +
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| 			", O: " + origin.operator String() + "]";
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| }
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| 
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| Transform3D::Transform3D(const Basis &p_basis, const Vector3 &p_origin) :
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| 		basis(p_basis),
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| 		origin(p_origin) {
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| }
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| 
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| Transform3D::Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin) :
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| 		origin(p_origin) {
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| 	basis.set_column(0, p_x);
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| 	basis.set_column(1, p_y);
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| 	basis.set_column(2, p_z);
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| }
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| 
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| Transform3D::Transform3D(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t ox, real_t oy, real_t oz) {
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| 	basis = Basis(xx, xy, xz, yx, yy, yz, zx, zy, zz);
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| 	origin = Vector3(ox, oy, oz);
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| }
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