Use struct instead of class for core structures
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@@ -39,12 +39,7 @@
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namespace godot {
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class Transform2D {
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_FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; }
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friend class Variant;
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public:
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struct _NO_DISCARD_ Transform2D {
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// Warning #1: basis of Transform2D is stored differently from Basis. In terms of columns array, the basis matrix looks like "on paper":
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// M = (columns[0][0] columns[1][0])
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// (columns[0][1] columns[1][1])
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