Changing the internal representation of Point / Pointf / Point3 / Pointf3 to Eigen Matrix types, first step
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@@ -120,7 +120,7 @@ public:
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// A snug bounding box around the transformed non-modifier object volumes.
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BoundingBoxf3 instance_bounding_box(size_t instance_idx, bool dont_translate = false) const;
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void center_around_origin();
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void translate(const Vectorf3 &vector) { this->translate(vector.x, vector.y, vector.z); }
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void translate(const Vectorf3 &vector) { this->translate(vector.x(), vector.y(), vector.z()); }
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void translate(coordf_t x, coordf_t y, coordf_t z);
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void scale(const Pointf3 &versor);
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void rotate(float angle, const Axis &axis);
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