47 mutable float matrix[4][4];
48 mutable float size[3];
59 float (&
scale()
const)[3];
60 float (&
quat()
const)[4];
72 void get_matrix(
DMatrix &matrix,
bool transposed =
false,
int precision = -1)
const;
74 bool transposed =
false,
76 bool inverted =
false)
const;
82 bool inverted =
false);
General operations, lookup, etc. for blender objects.
MINLINE void copy_v4_v4(float r[4], const float a[4])
SIMD_FORCE_INLINE btVector3 transform(const btVector3 &point) const
float(& rotation() const)[3]
BCMatrix(BC_global_forward_axis global_forward_axis, BC_global_up_axis global_up_axis)
void add_transform(Matrix &to, const Matrix &transform, const Matrix &from, bool inverted=false)
void add_inverted_transform(Matrix &to, const Matrix &transform, const Matrix &from)
void set_transform(Object *ob)
float(& scale() const)[3]
void get_matrix(DMatrix &matrix, bool transposed=false, int precision=-1) const
float(& location() const)[3]
void apply_transform(Matrix &to, const Matrix &transform, const Matrix &from, bool inverse=false)
static void sanitize(Matrix &matrix, int precision)
bool in_range(const BCMatrix &other, float distance) const
void rotate_to(Matrix &mat_to)
BCQuat(const BCQuat &other)
MatBase< C, R > inverse(MatBase< C, R >) RET
MatBase< R, C > transpose(MatBase< C, R >) RET
float distance(VecOp< float, D >, VecOp< float, D >) RET