SIMD_FORCE_INLINE btVector3 transform(const btVector3 &point) const
void translate_geometry(bke::GeometrySet &geometry, const float3 translation)
void transform_mesh(Mesh &mesh, float3 translation, math::Quaternion rotation, float3 scale)
std::optional< TransformGeometryErrors > transform_geometry(bke::GeometrySet &geometry, const float4x4 &transform)
QuaternionBase< float > Quaternion
MatBase< float, 4, 4 > float4x4
VecBase< float, 3 > float3