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/*************************************************************************/
/* Transform2D.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* */
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# ifndef TRANSFORM2D_H
# define TRANSFORM2D_H
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# include "Vector2.hpp"
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namespace godot {
typedef Vector2 Size2 ;
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struct Rect2 ;
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struct Transform2D {
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static const Transform2D IDENTITY ;
static const Transform2D FLIP_X ;
static const Transform2D FLIP_Y ;
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// Warning #1: basis of Transform2D is stored differently from Basis. In terms of elements array, the basis matrix looks like "on paper":
// M = (elements[0][0] elements[1][0])
// (elements[0][1] elements[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 elements[i].
// Note that this is the opposite of the indices in mathematical texts, meaning: $M_{12}$ in a math book corresponds to elements[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 elements [ 3 ] ;
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inline real_t tdotx ( const Vector2 & v ) const { return elements [ 0 ] [ 0 ] * v . x + elements [ 1 ] [ 0 ] * v . y ; }
inline real_t tdoty ( const Vector2 & v ) const { return elements [ 0 ] [ 1 ] * v . x + elements [ 1 ] [ 1 ] * v . y ; }
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inline const Vector2 & operator [ ] ( int p_idx ) const { return elements [ p_idx ] ; }
inline Vector2 & operator [ ] ( int p_idx ) { return elements [ p_idx ] ; }
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inline Vector2 get_axis ( int p_axis ) const {
ERR_FAIL_INDEX_V ( p_axis , 3 , Vector2 ( ) ) ;
return elements [ p_axis ] ;
}
inline void set_axis ( int p_axis , const Vector2 & p_vec ) {
ERR_FAIL_INDEX ( p_axis , 3 ) ;
elements [ p_axis ] = p_vec ;
}
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void invert ( ) ;
Transform2D inverse ( ) const ;
void affine_invert ( ) ;
Transform2D affine_inverse ( ) const ;
void set_rotation ( real_t p_phi ) ;
real_t get_rotation ( ) const ;
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void set_rotation_and_scale ( real_t p_phi , const Size2 & p_scale ) ;
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void rotate ( real_t p_phi ) ;
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void scale ( const Size2 & p_scale ) ;
void scale_basis ( const Size2 & p_scale ) ;
void translate ( real_t p_tx , real_t p_ty ) ;
void translate ( const Vector2 & p_translation ) ;
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real_t basis_determinant ( ) const ;
Size2 get_scale ( ) const ;
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inline const Vector2 & get_origin ( ) const { return elements [ 2 ] ; }
inline void set_origin ( const Vector2 & p_origin ) { elements [ 2 ] = p_origin ; }
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Transform2D scaled ( const Size2 & p_scale ) const ;
Transform2D basis_scaled ( const Size2 & p_scale ) const ;
Transform2D translated ( const Vector2 & p_offset ) const ;
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Transform2D rotated ( real_t p_phi ) const ;
Transform2D untranslated ( ) const ;
void orthonormalize ( ) ;
Transform2D orthonormalized ( ) const ;
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bool operator = = ( const Transform2D & p_transform ) const ;
bool operator ! = ( const Transform2D & p_transform ) const ;
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void operator * = ( const Transform2D & p_transform ) ;
Transform2D operator * ( const Transform2D & p_transform ) const ;
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Transform2D interpolate_with ( const Transform2D & p_transform , real_t p_c ) const ;
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Vector2 basis_xform ( const Vector2 & p_vec ) const ;
Vector2 basis_xform_inv ( const Vector2 & p_vec ) const ;
Vector2 xform ( const Vector2 & p_vec ) const ;
Vector2 xform_inv ( const Vector2 & p_vec ) const ;
Rect2 xform ( const Rect2 & p_vec ) const ;
Rect2 xform_inv ( const Rect2 & p_vec ) const ;
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operator String ( ) const ;
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Transform2D ( real_t xx , real_t xy , real_t yx , real_t yy , real_t ox , real_t oy ) ;
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Transform2D ( real_t p_rot , const Vector2 & p_pos ) ;
inline Transform2D ( ) {
elements [ 0 ] [ 0 ] = 1.0 ;
elements [ 1 ] [ 1 ] = 1.0 ;
}
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} ;
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} // namespace godot
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# endif // TRANSFORM2D_H