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Diffstat (limited to 'include/core/Transform2D.hpp')
-rw-r--r-- | include/core/Transform2D.hpp | 104 |
1 files changed, 104 insertions, 0 deletions
diff --git a/include/core/Transform2D.hpp b/include/core/Transform2D.hpp new file mode 100644 index 0000000..553c324 --- /dev/null +++ b/include/core/Transform2D.hpp @@ -0,0 +1,104 @@ +#ifndef TRANSFORM2D_H +#define TRANSFORM2D_H + +#if defined(_WIN32) +# ifdef _GD_CPP_CORE_API_IMPL +# define GD_CPP_CORE_API __declspec(dllexport) +# else +# define GD_CPP_CORE_API __declspec(dllimport) +# endif +#else +# define GD_CPP_CORE_API +#endif + +#include "Vector2.hpp" + + +namespace godot { + +typedef Vector2 Size2; + +class Rect2; + +struct GD_CPP_CORE_API 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]; + + 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; } + + inline const Vector2& operator[](int p_idx) const { return elements[p_idx]; } + inline 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_phi); + real_t get_rotation() const; + void set_rotation_and_scale(real_t p_phi,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; + + 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 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; + + 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; + + operator String() const; + + Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy); + + Transform2D(real_t p_rot, const Vector2& p_pos); + inline Transform2D() { elements[0][0]=1.0; elements[1][1]=1.0; } +}; + +} + +#endif // TRANSFORM2D_H |