summaryrefslogtreecommitdiffstats
path: root/include/godot_cpp/variant/transform2d.hpp
diff options
context:
space:
mode:
authorBastiaan Olij <mux213@gmail.com>2021-09-01 13:11:10 +1000
committerBastiaan Olij <mux213@gmail.com>2021-09-27 23:08:10 +1000
commit46c63af715cf42a6e27feb48a3e7ed6d6dd9458c (patch)
tree14b3049fc155209d617b89fb3e45b95269519f9f /include/godot_cpp/variant/transform2d.hpp
parent3a5bd210921ac668949e20c494976660a986ea4a (diff)
downloadredot-cpp-46c63af715cf42a6e27feb48a3e7ed6d6dd9458c.tar.gz
Re-introduce build-in type code for core types
Diffstat (limited to 'include/godot_cpp/variant/transform2d.hpp')
-rw-r--r--include/godot_cpp/variant/transform2d.hpp216
1 files changed, 216 insertions, 0 deletions
diff --git a/include/godot_cpp/variant/transform2d.hpp b/include/godot_cpp/variant/transform2d.hpp
new file mode 100644
index 0000000..e41857b
--- /dev/null
+++ b/include/godot_cpp/variant/transform2d.hpp
@@ -0,0 +1,216 @@
+#ifndef GODOT_TRANSFORM2D_HPP
+#define GODOT_TRANSFORM2D_HPP
+
+#include <godot_cpp/core/error_macros.hpp>
+#include <godot_cpp/core/math.hpp>
+#include <godot_cpp/variant/packed_vector2_array.hpp>
+#include <godot_cpp/variant/rect2.hpp>
+#include <godot_cpp/variant/vector2.hpp>
+
+namespace godot {
+
+class Transform2D {
+public:
+ _FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
+
+ // 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];
+
+ 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; }
+
+ const Vector2 &operator[](int p_idx) const { return elements[p_idx]; }
+ Vector2 &operator[](int p_idx) { return elements[p_idx]; }
+
+ 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;
+ }
+
+ void invert();
+ Transform2D inverse() const;
+
+ void affine_invert();
+ Transform2D affine_inverse() const;
+
+ void set_rotation(real_t p_rot);
+ real_t get_rotation() const;
+ real_t get_skew() const;
+ void set_skew(float p_angle);
+ inline void set_rotation_and_scale(real_t p_rot, const Size2 &p_scale);
+ inline void set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, float p_skew);
+ 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);
+
+ inline const Vector2 &get_origin() const { return elements[2]; }
+ 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;
+
+ inline Vector2 basis_xform(const Vector2 &p_vec) const;
+ inline Vector2 basis_xform_inv(const Vector2 &p_vec) const;
+ inline Vector2 xform(const Vector2 &p_vec) const;
+ inline Vector2 xform_inv(const Vector2 &p_vec) const;
+ inline Rect2 xform(const Rect2 &p_rect) const;
+ inline Rect2 xform_inv(const Rect2 &p_rect) const;
+ inline PackedVector2Array xform(const PackedVector2Array &p_array) const;
+ inline PackedVector2Array xform_inv(const PackedVector2Array &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(const Vector2 &p_x, const Vector2 &p_y, const Vector2 &p_origin) {
+ elements[0] = p_x;
+ elements[1] = p_y;
+ elements[2] = p_origin;
+ }
+
+ 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;
+}
+
+void Transform2D::set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, float p_skew) {
+ elements[0][0] = Math::cos(p_rot) * p_scale.x;
+ elements[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;
+ elements[1][0] = -Math::sin(p_rot + p_skew) * 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;
+}
+
+PackedVector2Array Transform2D::xform(const PackedVector2Array &p_array) const {
+ PackedVector2Array array;
+ array.resize(p_array.size());
+
+ for (int i = 0; i < p_array.size(); ++i) {
+ array[i] = xform(p_array[i]);
+ }
+ return array;
+}
+
+PackedVector2Array Transform2D::xform_inv(const PackedVector2Array &p_array) const {
+ PackedVector2Array array;
+ array.resize(p_array.size());
+
+ for (int i = 0; i < p_array.size(); ++i) {
+ array[i] = xform_inv(p_array[i]);
+ }
+ return array;
+}
+
+} // namespace godot
+
+#endif // GODOT_TRANSFORM2D_HPP