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/**************************************************************************/
/* transform2d.hpp */
/**************************************************************************/
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# 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 {
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class String ;
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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":
// 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.
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// 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.
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Vector2 columns [ 3 ] ;
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_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 ; }
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const Vector2 & operator [ ] ( int p_idx ) const { return columns [ p_idx ] ; }
Vector2 & operator [ ] ( int p_idx ) { return columns [ p_idx ] ; }
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void invert ( ) ;
Transform2D inverse ( ) const ;
void affine_invert ( ) ;
Transform2D affine_inverse ( ) const ;
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void set_rotation ( const real_t p_rot ) ;
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real_t get_rotation ( ) const ;
real_t get_skew ( ) const ;
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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 ) ;
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void scale ( const Size2 & p_scale ) ;
void scale_basis ( const Size2 & p_scale ) ;
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void translate_local ( const real_t p_tx , const real_t p_ty ) ;
void translate_local ( const Vector2 & p_translation ) ;
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real_t basis_determinant ( ) const ;
Size2 get_scale ( ) const ;
void set_scale ( const Size2 & p_scale ) ;
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_FORCE_INLINE_ const Vector2 & get_origin ( ) const { return columns [ 2 ] ; }
_FORCE_INLINE_ void set_origin ( const Vector2 & p_origin ) { columns [ 2 ] = p_origin ; }
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Transform2D basis_scaled ( const Size2 & p_scale ) const ;
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Transform2D scaled ( const Size2 & p_scale ) const ;
Transform2D scaled_local ( const Size2 & p_scale ) const ;
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Transform2D translated ( const Vector2 & p_offset ) const ;
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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 ;
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Transform2D untranslated ( ) const ;
void orthonormalize ( ) ;
Transform2D orthonormalized ( ) const ;
bool is_equal_approx ( const Transform2D & p_transform ) const ;
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Transform2D looking_at ( const Vector2 & p_target ) const ;
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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 ;
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void operator * = ( const real_t p_val ) ;
Transform2D operator * ( const real_t p_val ) const ;
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Transform2D interpolate_with ( const Transform2D & p_transform , const real_t p_c ) const ;
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_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 ;
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operator String ( ) const ;
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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 ) {
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columns [ 0 ] [ 0 ] = xx ;
columns [ 0 ] [ 1 ] = xy ;
columns [ 1 ] [ 0 ] = yx ;
columns [ 1 ] [ 1 ] = yy ;
columns [ 2 ] [ 0 ] = ox ;
columns [ 2 ] [ 1 ] = oy ;
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}
Transform2D ( const Vector2 & p_x , const Vector2 & p_y , const Vector2 & p_origin ) {
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columns [ 0 ] = p_x ;
columns [ 1 ] = p_y ;
columns [ 2 ] = p_origin ;
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}
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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 ) ;
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Transform2D ( ) {
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columns [ 0 ] [ 0 ] = 1.0 ;
columns [ 1 ] [ 1 ] = 1.0 ;
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}
} ;
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 (
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columns [ 0 ] . dot ( p_vec ) ,
columns [ 1 ] . dot ( p_vec ) ) ;
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}
Vector2 Transform2D : : xform ( const Vector2 & p_vec ) const {
return Vector2 (
tdotx ( p_vec ) ,
tdoty ( p_vec ) ) +
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columns [ 2 ] ;
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}
Vector2 Transform2D : : xform_inv ( const Vector2 & p_vec ) const {
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Vector2 v = p_vec - columns [ 2 ] ;
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return Vector2 (
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columns [ 0 ] . dot ( v ) ,
columns [ 1 ] . dot ( v ) ) ;
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}
Rect2 Transform2D : : xform ( const Rect2 & p_rect ) const {
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Vector2 x = columns [ 0 ] * p_rect . size . x ;
Vector2 y = columns [ 1 ] * p_rect . size . y ;
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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 ;
}
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void Transform2D : : set_rotation_and_scale ( const real_t p_rot , const Size2 & p_scale ) {
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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 ;
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}
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void Transform2D : : set_rotation_scale_and_skew ( const real_t p_rot , const Size2 & p_scale , const real_t p_skew ) {
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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 ;
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}
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 ( ) ) ;
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const Vector2 * r = p_array . ptr ( ) ;
Vector2 * w = array . ptrw ( ) ;
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for ( int i = 0 ; i < p_array . size ( ) ; + + i ) {
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w [ i ] = xform ( r [ i ] ) ;
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}
return array ;
}
PackedVector2Array Transform2D : : xform_inv ( const PackedVector2Array & p_array ) const {
PackedVector2Array array ;
array . resize ( p_array . size ( ) ) ;
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const Vector2 * r = p_array . ptr ( ) ;
Vector2 * w = array . ptrw ( ) ;
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for ( int i = 0 ; i < p_array . size ( ) ; + + i ) {
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w [ i ] = xform_inv ( r [ i ] ) ;
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}
return array ;
}
} // namespace godot
# endif // GODOT_TRANSFORM2D_HPP