123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248 |
- /**************************************************************************/
- /* transform_2d.h */
- /**************************************************************************/
- /* 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 TRANSFORM_2D_H
- #define TRANSFORM_2D_H
- #include "core/math/math_funcs.h"
- #include "core/math/rect2.h"
- #include "core/math/vector2.h"
- #include "core/templates/vector.h"
- 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 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;
- bool is_finite() 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_ Vector<Vector2> xform(const Vector<Vector2> &p_array) const;
- _FORCE_INLINE_ Vector<Vector2> xform_inv(const Vector<Vector2> &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;
- }
- Vector<Vector2> Transform2D::xform(const Vector<Vector2> &p_array) const {
- Vector<Vector2> 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;
- }
- Vector<Vector2> Transform2D::xform_inv(const Vector<Vector2> &p_array) const {
- Vector<Vector2> 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;
- }
- #endif // TRANSFORM_2D_H
|