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- /*************************************************************************/
- /* transform_2d.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* 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/rect2.h" // also includes vector2, math_funcs, and ustring
- #include "core/pool_vector.h"
- struct Transform2D {
- // 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];
- _FORCE_INLINE_ real_t tdotx(const Vector2 &v) const { return elements[0][0] * v.x + elements[1][0] * v.y; }
- _FORCE_INLINE_ real_t tdoty(const Vector2 &v) const { return elements[0][1] * v.x + elements[1][1] * v.y; }
- const Vector2 &operator[](int p_idx) const { return elements[p_idx]; }
- Vector2 &operator[](int p_idx) { return elements[p_idx]; }
- _FORCE_INLINE_ Vector2 get_axis(int p_axis) const {
- ERR_FAIL_INDEX_V(p_axis, 3, Vector2());
- return elements[p_axis];
- }
- _FORCE_INLINE_ void set_axis(int p_axis, const Vector2 &p_vec) {
- ERR_FAIL_INDEX(p_axis, 3);
- elements[p_axis] = p_vec;
- }
- void invert();
- Transform2D inverse() const;
- void affine_invert();
- Transform2D affine_inverse() const;
- void set_rotation(real_t p_rot);
- real_t get_rotation() const;
- _FORCE_INLINE_ void set_rotation_and_scale(real_t p_rot, const Size2 &p_scale);
- void rotate(real_t p_phi);
- 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);
- real_t basis_determinant() const;
- Size2 get_scale() const;
- void set_scale(const Size2 &p_scale);
- _FORCE_INLINE_ const Vector2 &get_origin() const { return elements[2]; }
- _FORCE_INLINE_ void set_origin(const Vector2 &p_origin) { elements[2] = p_origin; }
- Transform2D scaled(const Size2 &p_scale) const;
- Transform2D basis_scaled(const Size2 &p_scale) const;
- Transform2D translated(const Vector2 &p_offset) const;
- Transform2D rotated(real_t p_phi) const;
- Transform2D untranslated() const;
- void orthonormalize();
- Transform2D orthonormalized() const;
- bool is_equal_approx(const Transform2D &p_transform) 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;
- Transform2D interpolate_with(const Transform2D &p_transform, 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_ PoolVector<Vector2> xform(const PoolVector<Vector2> &p_array) const;
- _FORCE_INLINE_ PoolVector<Vector2> xform_inv(const PoolVector<Vector2> &p_array) const;
- operator String() const;
- 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;
- }
- Transform2D(real_t p_rot, const Vector2 &p_pos);
- Transform2D() {
- elements[0][0] = 1.0;
- elements[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(
- elements[0].dot(p_vec),
- elements[1].dot(p_vec));
- }
- Vector2 Transform2D::xform(const Vector2 &p_vec) const {
- return Vector2(
- tdotx(p_vec),
- tdoty(p_vec)) +
- 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 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(real_t p_rot, const Size2 &p_scale) {
- elements[0][0] = Math::cos(p_rot) * p_scale.x;
- elements[1][1] = Math::cos(p_rot) * p_scale.y;
- elements[1][0] = -Math::sin(p_rot) * p_scale.y;
- elements[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;
- }
- PoolVector<Vector2> Transform2D::xform(const PoolVector<Vector2> &p_array) const {
- PoolVector<Vector2> array;
- array.resize(p_array.size());
- PoolVector<Vector2>::Read r = p_array.read();
- PoolVector<Vector2>::Write w = array.write();
- for (int i = 0; i < p_array.size(); ++i) {
- w[i] = xform(r[i]);
- }
- return array;
- }
- PoolVector<Vector2> Transform2D::xform_inv(const PoolVector<Vector2> &p_array) const {
- PoolVector<Vector2> array;
- array.resize(p_array.size());
- PoolVector<Vector2>::Read r = p_array.read();
- PoolVector<Vector2>::Write w = array.write();
- for (int i = 0; i < p_array.size(); ++i) {
- w[i] = xform_inv(r[i]);
- }
- return array;
- }
- #endif // TRANSFORM_2D_H
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