| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250 | /**************************************************************************//*  transform2d.hpp                                                       *//**************************************************************************//*                         This file is part of:                          *//*                             GODOT ENGINE                               *//*                        https://godotengine.org                         *//**************************************************************************//* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). *//* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  *//*                                                                        *//* Permission is hereby granted, free of charge, to any person obtaining  *//* a copy of this software and associated documentation files (the        *//* "Software"), to deal in the Software without restriction, including    *//* without limitation the rights to use, copy, modify, merge, publish,    *//* distribute, sublicense, and/or sell copies of the Software, and to     *//* permit persons to whom the Software is furnished to do so, subject to  *//* the following conditions:                                              *//*                                                                        *//* The above copyright notice and this permission notice shall be         *//* included in all copies or substantial portions of the Software.        *//*                                                                        *//* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        *//* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     *//* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. *//* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   *//* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   *//* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      *//* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 *//**************************************************************************/#ifndef GODOT_TRANSFORM2D_HPP#define GODOT_TRANSFORM2D_HPP#include <godot_cpp/variant/packed_vector2_array.hpp>#include <godot_cpp/variant/rect2.hpp>#include <godot_cpp/variant/vector2.hpp>namespace godot {class String;struct _NO_DISCARD_ Transform2D {	// Warning #1: basis of Transform2D is stored differently from Basis. In terms of columns array, the basis matrix looks like "on paper":	// M = (columns[0][0] columns[1][0])	//     (columns[0][1] columns[1][1])	// This is such that the columns, which can be interpreted as basis vectors of the coordinate system "painted" on the object, can be accessed as columns[i].	// Note that this is the opposite of the indices in mathematical texts, meaning: $M_{12}$ in a math book corresponds to columns[1][0] here.	// This requires additional care when working with explicit indices.	// See https://en.wikipedia.org/wiki/Row-_and_column-major_order for further reading.	// Warning #2: 2D be aware that unlike 3D code, 2D code uses a left-handed coordinate system: Y-axis points down,	// and angle is measure from +X to +Y in a clockwise-fashion.	Vector2 columns[3];	_FORCE_INLINE_ real_t tdotx(const Vector2 &v) const { return columns[0][0] * v.x + columns[1][0] * v.y; }	_FORCE_INLINE_ real_t tdoty(const Vector2 &v) const { return columns[0][1] * v.x + columns[1][1] * v.y; }	const Vector2 &operator[](int p_idx) const { return columns[p_idx]; }	Vector2 &operator[](int p_idx) { return columns[p_idx]; }	void invert();	Transform2D inverse() const;	void affine_invert();	Transform2D affine_inverse() const;	void set_rotation(const real_t p_rot);	real_t get_rotation() const;	real_t get_skew() const;	void set_skew(const real_t p_angle);	_FORCE_INLINE_ void set_rotation_and_scale(const real_t p_rot, const Size2 &p_scale);	_FORCE_INLINE_ void set_rotation_scale_and_skew(const real_t p_rot, const Size2 &p_scale, const real_t p_skew);	void rotate(const real_t p_angle);	void scale(const Size2 &p_scale);	void scale_basis(const Size2 &p_scale);	void translate_local(const real_t p_tx, const real_t p_ty);	void translate_local(const Vector2 &p_translation);	real_t basis_determinant() const;	Size2 get_scale() const;	void set_scale(const Size2 &p_scale);	_FORCE_INLINE_ const Vector2 &get_origin() const { return columns[2]; }	_FORCE_INLINE_ void set_origin(const Vector2 &p_origin) { columns[2] = p_origin; }	Transform2D basis_scaled(const Size2 &p_scale) const;	Transform2D scaled(const Size2 &p_scale) const;	Transform2D scaled_local(const Size2 &p_scale) const;	Transform2D translated(const Vector2 &p_offset) const;	Transform2D translated_local(const Vector2 &p_offset) const;	Transform2D rotated(const real_t p_angle) const;	Transform2D rotated_local(const real_t p_angle) const;	Transform2D untranslated() const;	void orthonormalize();	Transform2D orthonormalized() const;	bool is_equal_approx(const Transform2D &p_transform) const;	Transform2D looking_at(const Vector2 &p_target) const;	bool operator==(const Transform2D &p_transform) const;	bool operator!=(const Transform2D &p_transform) const;	void operator*=(const Transform2D &p_transform);	Transform2D operator*(const Transform2D &p_transform) const;	void operator*=(const real_t p_val);	Transform2D operator*(const real_t p_val) const;	Transform2D interpolate_with(const Transform2D &p_transform, const real_t p_c) const;	_FORCE_INLINE_ Vector2 basis_xform(const Vector2 &p_vec) const;	_FORCE_INLINE_ Vector2 basis_xform_inv(const Vector2 &p_vec) const;	_FORCE_INLINE_ Vector2 xform(const Vector2 &p_vec) const;	_FORCE_INLINE_ Vector2 xform_inv(const Vector2 &p_vec) const;	_FORCE_INLINE_ Rect2 xform(const Rect2 &p_rect) const;	_FORCE_INLINE_ Rect2 xform_inv(const Rect2 &p_rect) const;	_FORCE_INLINE_ PackedVector2Array xform(const PackedVector2Array &p_array) const;	_FORCE_INLINE_ PackedVector2Array xform_inv(const PackedVector2Array &p_array) const;	operator String() const;	Transform2D(const real_t xx, const real_t xy, const real_t yx, const real_t yy, const real_t ox, const real_t oy) {		columns[0][0] = xx;		columns[0][1] = xy;		columns[1][0] = yx;		columns[1][1] = yy;		columns[2][0] = ox;		columns[2][1] = oy;	}	Transform2D(const Vector2 &p_x, const Vector2 &p_y, const Vector2 &p_origin) {		columns[0] = p_x;		columns[1] = p_y;		columns[2] = p_origin;	}	Transform2D(const real_t p_rot, const Vector2 &p_pos);	Transform2D(const real_t p_rot, const Size2 &p_scale, const real_t p_skew, const Vector2 &p_pos);	Transform2D() {		columns[0][0] = 1.0;		columns[1][1] = 1.0;	}};Vector2 Transform2D::basis_xform(const Vector2 &p_vec) const {	return Vector2(			tdotx(p_vec),			tdoty(p_vec));}Vector2 Transform2D::basis_xform_inv(const Vector2 &p_vec) const {	return Vector2(			columns[0].dot(p_vec),			columns[1].dot(p_vec));}Vector2 Transform2D::xform(const Vector2 &p_vec) const {	return Vector2(				   tdotx(p_vec),				   tdoty(p_vec)) +			columns[2];}Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {	Vector2 v = p_vec - columns[2];	return Vector2(			columns[0].dot(v),			columns[1].dot(v));}Rect2 Transform2D::xform(const Rect2 &p_rect) const {	Vector2 x = columns[0] * p_rect.size.x;	Vector2 y = columns[1] * p_rect.size.y;	Vector2 pos = xform(p_rect.position);	Rect2 new_rect;	new_rect.position = pos;	new_rect.expand_to(pos + x);	new_rect.expand_to(pos + y);	new_rect.expand_to(pos + x + y);	return new_rect;}void Transform2D::set_rotation_and_scale(const real_t p_rot, const Size2 &p_scale) {	columns[0][0] = Math::cos(p_rot) * p_scale.x;	columns[1][1] = Math::cos(p_rot) * p_scale.y;	columns[1][0] = -Math::sin(p_rot) * p_scale.y;	columns[0][1] = Math::sin(p_rot) * p_scale.x;}void Transform2D::set_rotation_scale_and_skew(const real_t p_rot, const Size2 &p_scale, const real_t p_skew) {	columns[0][0] = Math::cos(p_rot) * p_scale.x;	columns[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;	columns[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y;	columns[0][1] = Math::sin(p_rot) * p_scale.x;}Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {	Vector2 ends[4] = {		xform_inv(p_rect.position),		xform_inv(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)),		xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)),		xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y))	};	Rect2 new_rect;	new_rect.position = ends[0];	new_rect.expand_to(ends[1]);	new_rect.expand_to(ends[2]);	new_rect.expand_to(ends[3]);	return new_rect;}PackedVector2Array Transform2D::xform(const PackedVector2Array &p_array) const {	PackedVector2Array array;	array.resize(p_array.size());	const Vector2 *r = p_array.ptr();	Vector2 *w = array.ptrw();	for (int i = 0; i < p_array.size(); ++i) {		w[i] = xform(r[i]);	}	return array;}PackedVector2Array Transform2D::xform_inv(const PackedVector2Array &p_array) const {	PackedVector2Array array;	array.resize(p_array.size());	const Vector2 *r = p_array.ptr();	Vector2 *w = array.ptrw();	for (int i = 0; i < p_array.size(); ++i) {		w[i] = xform_inv(r[i]);	}	return array;}} // namespace godot#endif // GODOT_TRANSFORM2D_HPP
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