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- #include "Transform2D.hpp"
- #include "Rect2.hpp"
- #include "String.hpp"
- #include "Vector2.hpp"
- #include <algorithm>
- namespace godot {
- Transform2D::Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) {
- elements[0][0] = xx;
- elements[0][1] = xy;
- elements[1][0] = yx;
- elements[1][1] = yy;
- elements[2][0] = ox;
- elements[2][1] = oy;
- }
- Vector2 Transform2D::basis_xform(const Vector2 &v) const {
- return Vector2(
- tdotx(v),
- tdoty(v));
- }
- Vector2 Transform2D::basis_xform_inv(const Vector2 &v) const {
- return Vector2(
- elements[0].dot(v),
- elements[1].dot(v));
- }
- Vector2 Transform2D::xform(const Vector2 &v) const {
- return Vector2(
- tdotx(v),
- tdoty(v)) +
- elements[2];
- }
- Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
- Vector2 v = p_vec - elements[2];
- return Vector2(
- elements[0].dot(v),
- elements[1].dot(v));
- }
- Rect2 Transform2D::xform(const Rect2 &p_rect) const {
- Vector2 x = elements[0] * p_rect.size.x;
- Vector2 y = elements[1] * p_rect.size.y;
- Vector2 position = xform(p_rect.position);
- Rect2 new_rect;
- new_rect.position = position;
- new_rect.expand_to(position + x);
- new_rect.expand_to(position + y);
- new_rect.expand_to(position + x + y);
- return new_rect;
- }
- void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
- elements[0][0] = ::cos(p_rot) * p_scale.x;
- elements[1][1] = ::cos(p_rot) * p_scale.y;
- elements[1][0] = -::sin(p_rot) * p_scale.y;
- elements[0][1] = ::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;
- }
- void Transform2D::invert() {
- // FIXME: this function assumes the basis is a rotation matrix, with no scaling.
- // Transform2D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
- std::swap(elements[0][1], elements[1][0]);
- elements[2] = basis_xform(-elements[2]);
- }
- Transform2D Transform2D::inverse() const {
- Transform2D inv = *this;
- inv.invert();
- return inv;
- }
- void Transform2D::affine_invert() {
- real_t det = basis_determinant();
- ERR_FAIL_COND(det == 0);
- real_t idet = 1.0 / det;
- std::swap(elements[0][0], elements[1][1]);
- elements[0] *= Vector2(idet, -idet);
- elements[1] *= Vector2(-idet, idet);
- elements[2] = basis_xform(-elements[2]);
- }
- Transform2D Transform2D::affine_inverse() const {
- Transform2D inv = *this;
- inv.affine_invert();
- return inv;
- }
- void Transform2D::rotate(real_t p_phi) {
- *this = Transform2D(p_phi, Vector2()) * (*this);
- }
- real_t Transform2D::get_rotation() const {
- real_t det = basis_determinant();
- Transform2D m = orthonormalized();
- if (det < 0) {
- m.scale_basis(Size2(-1, -1));
- }
- return ::atan2(m[0].y, m[0].x);
- }
- void Transform2D::set_rotation(real_t p_rot) {
- real_t cr = ::cos(p_rot);
- real_t sr = ::sin(p_rot);
- elements[0][0] = cr;
- elements[0][1] = sr;
- elements[1][0] = -sr;
- elements[1][1] = cr;
- }
- Transform2D::Transform2D(real_t p_rot, const Vector2 &p_position) {
- real_t cr = ::cos(p_rot);
- real_t sr = ::sin(p_rot);
- elements[0][0] = cr;
- elements[0][1] = sr;
- elements[1][0] = -sr;
- elements[1][1] = cr;
- elements[2] = p_position;
- }
- Size2 Transform2D::get_scale() const {
- real_t det_sign = basis_determinant() > 0 ? 1 : -1;
- return det_sign * Size2(elements[0].length(), elements[1].length());
- }
- void Transform2D::scale(const Size2 &p_scale) {
- scale_basis(p_scale);
- elements[2] *= p_scale;
- }
- void Transform2D::scale_basis(const Size2 &p_scale) {
- elements[0][0] *= p_scale.x;
- elements[0][1] *= p_scale.y;
- elements[1][0] *= p_scale.x;
- elements[1][1] *= p_scale.y;
- }
- void Transform2D::translate(real_t p_tx, real_t p_ty) {
- translate(Vector2(p_tx, p_ty));
- }
- void Transform2D::translate(const Vector2 &p_translation) {
- elements[2] += basis_xform(p_translation);
- }
- void Transform2D::orthonormalize() {
- // Gram-Schmidt Process
- Vector2 x = elements[0];
- Vector2 y = elements[1];
- x.normalize();
- y = (y - x * (x.dot(y)));
- y.normalize();
- elements[0] = x;
- elements[1] = y;
- }
- Transform2D Transform2D::orthonormalized() const {
- Transform2D on = *this;
- on.orthonormalize();
- return on;
- }
- bool Transform2D::operator==(const Transform2D &p_transform) const {
- for (int i = 0; i < 3; i++) {
- if (elements[i] != p_transform.elements[i])
- return false;
- }
- return true;
- }
- bool Transform2D::operator!=(const Transform2D &p_transform) const {
- for (int i = 0; i < 3; i++) {
- if (elements[i] != p_transform.elements[i])
- return true;
- }
- return false;
- }
- void Transform2D::operator*=(const Transform2D &p_transform) {
- elements[2] = xform(p_transform.elements[2]);
- real_t x0, x1, y0, y1;
- x0 = tdotx(p_transform.elements[0]);
- x1 = tdoty(p_transform.elements[0]);
- y0 = tdotx(p_transform.elements[1]);
- y1 = tdoty(p_transform.elements[1]);
- elements[0][0] = x0;
- elements[0][1] = x1;
- elements[1][0] = y0;
- elements[1][1] = y1;
- }
- Transform2D Transform2D::operator*(const Transform2D &p_transform) const {
- Transform2D t = *this;
- t *= p_transform;
- return t;
- }
- Transform2D Transform2D::scaled(const Size2 &p_scale) const {
- Transform2D copy = *this;
- copy.scale(p_scale);
- return copy;
- }
- Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const {
- Transform2D copy = *this;
- copy.scale_basis(p_scale);
- return copy;
- }
- Transform2D Transform2D::untranslated() const {
- Transform2D copy = *this;
- copy.elements[2] = Vector2();
- return copy;
- }
- Transform2D Transform2D::translated(const Vector2 &p_offset) const {
- Transform2D copy = *this;
- copy.translate(p_offset);
- return copy;
- }
- Transform2D Transform2D::rotated(real_t p_phi) const {
- Transform2D copy = *this;
- copy.rotate(p_phi);
- return copy;
- }
- real_t Transform2D::basis_determinant() const {
- return elements[0].x * elements[1].y - elements[0].y * elements[1].x;
- }
- Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t p_c) const {
- //extract parameters
- Vector2 p1 = get_origin();
- Vector2 p2 = p_transform.get_origin();
- real_t r1 = get_rotation();
- real_t r2 = p_transform.get_rotation();
- Size2 s1 = get_scale();
- Size2 s2 = p_transform.get_scale();
- //slerp rotation
- Vector2 v1(::cos(r1), ::sin(r1));
- Vector2 v2(::cos(r2), ::sin(r2));
- real_t dot = v1.dot(v2);
- dot = (dot < -1.0) ? -1.0 : ((dot > 1.0) ? 1.0 : dot); //clamp dot to [-1,1]
- Vector2 v;
- if (dot > 0.9995) {
- v = Vector2::linear_interpolate(v1, v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues
- } else {
- real_t angle = p_c * ::acos(dot);
- Vector2 v3 = (v2 - v1 * dot).normalized();
- v = v1 * ::cos(angle) + v3 * ::sin(angle);
- }
- //construct matrix
- Transform2D res(::atan2(v.y, v.x), Vector2::linear_interpolate(p1, p2, p_c));
- res.scale_basis(Vector2::linear_interpolate(s1, s2, p_c));
- return res;
- }
- Transform2D::operator String() const {
- return String(String() + elements[0] + ", " + elements[1] + ", " + elements[2]);
- }
- } // namespace godot
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