Transform2D.cpp 7.2 KB

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  1. #include "Transform2D.hpp"
  2. #include "Rect2.hpp"
  3. #include "String.hpp"
  4. #include "Vector2.hpp"
  5. #include <algorithm>
  6. namespace godot {
  7. Transform2D::Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) {
  8. elements[0][0] = xx;
  9. elements[0][1] = xy;
  10. elements[1][0] = yx;
  11. elements[1][1] = yy;
  12. elements[2][0] = ox;
  13. elements[2][1] = oy;
  14. }
  15. Vector2 Transform2D::basis_xform(const Vector2 &v) const {
  16. return Vector2(
  17. tdotx(v),
  18. tdoty(v));
  19. }
  20. Vector2 Transform2D::basis_xform_inv(const Vector2 &v) const {
  21. return Vector2(
  22. elements[0].dot(v),
  23. elements[1].dot(v));
  24. }
  25. Vector2 Transform2D::xform(const Vector2 &v) const {
  26. return Vector2(
  27. tdotx(v),
  28. tdoty(v)) +
  29. elements[2];
  30. }
  31. Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
  32. Vector2 v = p_vec - elements[2];
  33. return Vector2(
  34. elements[0].dot(v),
  35. elements[1].dot(v));
  36. }
  37. Rect2 Transform2D::xform(const Rect2 &p_rect) const {
  38. Vector2 x = elements[0] * p_rect.size.x;
  39. Vector2 y = elements[1] * p_rect.size.y;
  40. Vector2 position = xform(p_rect.position);
  41. Rect2 new_rect;
  42. new_rect.position = position;
  43. new_rect.expand_to(position + x);
  44. new_rect.expand_to(position + y);
  45. new_rect.expand_to(position + x + y);
  46. return new_rect;
  47. }
  48. void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
  49. elements[0][0] = ::cos(p_rot) * p_scale.x;
  50. elements[1][1] = ::cos(p_rot) * p_scale.y;
  51. elements[1][0] = -::sin(p_rot) * p_scale.y;
  52. elements[0][1] = ::sin(p_rot) * p_scale.x;
  53. }
  54. Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {
  55. Vector2 ends[4] = {
  56. xform_inv(p_rect.position),
  57. xform_inv(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)),
  58. xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)),
  59. xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y))
  60. };
  61. Rect2 new_rect;
  62. new_rect.position = ends[0];
  63. new_rect.expand_to(ends[1]);
  64. new_rect.expand_to(ends[2]);
  65. new_rect.expand_to(ends[3]);
  66. return new_rect;
  67. }
  68. void Transform2D::invert() {
  69. // FIXME: this function assumes the basis is a rotation matrix, with no scaling.
  70. // Transform2D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
  71. std::swap(elements[0][1], elements[1][0]);
  72. elements[2] = basis_xform(-elements[2]);
  73. }
  74. Transform2D Transform2D::inverse() const {
  75. Transform2D inv = *this;
  76. inv.invert();
  77. return inv;
  78. }
  79. void Transform2D::affine_invert() {
  80. real_t det = basis_determinant();
  81. ERR_FAIL_COND(det == 0);
  82. real_t idet = 1.0 / det;
  83. std::swap(elements[0][0], elements[1][1]);
  84. elements[0] *= Vector2(idet, -idet);
  85. elements[1] *= Vector2(-idet, idet);
  86. elements[2] = basis_xform(-elements[2]);
  87. }
  88. Transform2D Transform2D::affine_inverse() const {
  89. Transform2D inv = *this;
  90. inv.affine_invert();
  91. return inv;
  92. }
  93. void Transform2D::rotate(real_t p_phi) {
  94. *this = Transform2D(p_phi, Vector2()) * (*this);
  95. }
  96. real_t Transform2D::get_rotation() const {
  97. real_t det = basis_determinant();
  98. Transform2D m = orthonormalized();
  99. if (det < 0) {
  100. m.scale_basis(Size2(-1, -1));
  101. }
  102. return ::atan2(m[0].y, m[0].x);
  103. }
  104. void Transform2D::set_rotation(real_t p_rot) {
  105. real_t cr = ::cos(p_rot);
  106. real_t sr = ::sin(p_rot);
  107. elements[0][0] = cr;
  108. elements[0][1] = sr;
  109. elements[1][0] = -sr;
  110. elements[1][1] = cr;
  111. }
  112. Transform2D::Transform2D(real_t p_rot, const Vector2 &p_position) {
  113. real_t cr = ::cos(p_rot);
  114. real_t sr = ::sin(p_rot);
  115. elements[0][0] = cr;
  116. elements[0][1] = sr;
  117. elements[1][0] = -sr;
  118. elements[1][1] = cr;
  119. elements[2] = p_position;
  120. }
  121. Size2 Transform2D::get_scale() const {
  122. real_t det_sign = basis_determinant() > 0 ? 1 : -1;
  123. return det_sign * Size2(elements[0].length(), elements[1].length());
  124. }
  125. void Transform2D::scale(const Size2 &p_scale) {
  126. scale_basis(p_scale);
  127. elements[2] *= p_scale;
  128. }
  129. void Transform2D::scale_basis(const Size2 &p_scale) {
  130. elements[0][0] *= p_scale.x;
  131. elements[0][1] *= p_scale.y;
  132. elements[1][0] *= p_scale.x;
  133. elements[1][1] *= p_scale.y;
  134. }
  135. void Transform2D::translate(real_t p_tx, real_t p_ty) {
  136. translate(Vector2(p_tx, p_ty));
  137. }
  138. void Transform2D::translate(const Vector2 &p_translation) {
  139. elements[2] += basis_xform(p_translation);
  140. }
  141. void Transform2D::orthonormalize() {
  142. // Gram-Schmidt Process
  143. Vector2 x = elements[0];
  144. Vector2 y = elements[1];
  145. x.normalize();
  146. y = (y - x * (x.dot(y)));
  147. y.normalize();
  148. elements[0] = x;
  149. elements[1] = y;
  150. }
  151. Transform2D Transform2D::orthonormalized() const {
  152. Transform2D on = *this;
  153. on.orthonormalize();
  154. return on;
  155. }
  156. bool Transform2D::operator==(const Transform2D &p_transform) const {
  157. for (int i = 0; i < 3; i++) {
  158. if (elements[i] != p_transform.elements[i])
  159. return false;
  160. }
  161. return true;
  162. }
  163. bool Transform2D::operator!=(const Transform2D &p_transform) const {
  164. for (int i = 0; i < 3; i++) {
  165. if (elements[i] != p_transform.elements[i])
  166. return true;
  167. }
  168. return false;
  169. }
  170. void Transform2D::operator*=(const Transform2D &p_transform) {
  171. elements[2] = xform(p_transform.elements[2]);
  172. real_t x0, x1, y0, y1;
  173. x0 = tdotx(p_transform.elements[0]);
  174. x1 = tdoty(p_transform.elements[0]);
  175. y0 = tdotx(p_transform.elements[1]);
  176. y1 = tdoty(p_transform.elements[1]);
  177. elements[0][0] = x0;
  178. elements[0][1] = x1;
  179. elements[1][0] = y0;
  180. elements[1][1] = y1;
  181. }
  182. Transform2D Transform2D::operator*(const Transform2D &p_transform) const {
  183. Transform2D t = *this;
  184. t *= p_transform;
  185. return t;
  186. }
  187. Transform2D Transform2D::scaled(const Size2 &p_scale) const {
  188. Transform2D copy = *this;
  189. copy.scale(p_scale);
  190. return copy;
  191. }
  192. Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const {
  193. Transform2D copy = *this;
  194. copy.scale_basis(p_scale);
  195. return copy;
  196. }
  197. Transform2D Transform2D::untranslated() const {
  198. Transform2D copy = *this;
  199. copy.elements[2] = Vector2();
  200. return copy;
  201. }
  202. Transform2D Transform2D::translated(const Vector2 &p_offset) const {
  203. Transform2D copy = *this;
  204. copy.translate(p_offset);
  205. return copy;
  206. }
  207. Transform2D Transform2D::rotated(real_t p_phi) const {
  208. Transform2D copy = *this;
  209. copy.rotate(p_phi);
  210. return copy;
  211. }
  212. real_t Transform2D::basis_determinant() const {
  213. return elements[0].x * elements[1].y - elements[0].y * elements[1].x;
  214. }
  215. Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t p_c) const {
  216. //extract parameters
  217. Vector2 p1 = get_origin();
  218. Vector2 p2 = p_transform.get_origin();
  219. real_t r1 = get_rotation();
  220. real_t r2 = p_transform.get_rotation();
  221. Size2 s1 = get_scale();
  222. Size2 s2 = p_transform.get_scale();
  223. //slerp rotation
  224. Vector2 v1(::cos(r1), ::sin(r1));
  225. Vector2 v2(::cos(r2), ::sin(r2));
  226. real_t dot = v1.dot(v2);
  227. dot = (dot < -1.0) ? -1.0 : ((dot > 1.0) ? 1.0 : dot); //clamp dot to [-1,1]
  228. Vector2 v;
  229. if (dot > 0.9995) {
  230. v = Vector2::linear_interpolate(v1, v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues
  231. } else {
  232. real_t angle = p_c * ::acos(dot);
  233. Vector2 v3 = (v2 - v1 * dot).normalized();
  234. v = v1 * ::cos(angle) + v3 * ::sin(angle);
  235. }
  236. //construct matrix
  237. Transform2D res(::atan2(v.y, v.x), Vector2::linear_interpolate(p1, p2, p_c));
  238. res.scale_basis(Vector2::linear_interpolate(s1, s2, p_c));
  239. return res;
  240. }
  241. Transform2D::operator String() const {
  242. return String(String() + elements[0] + ", " + elements[1] + ", " + elements[2]);
  243. }
  244. } // namespace godot