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			And take the opportunity to improve interdependencies a bit with forward declares where possible.
		
			
				
	
	
		
			305 lines
		
	
	
	
		
			9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			305 lines
		
	
	
	
		
			9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  transform_2d.cpp                                                     */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #include "transform_2d.h"
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| 
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| #include "core/string/ustring.h"
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| 
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| void Transform2D::invert() {
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| 	// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
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| 	// Transform2D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
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| 	SWAP(elements[0][1], elements[1][0]);
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| 	elements[2] = basis_xform(-elements[2]);
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| }
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| 
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| Transform2D Transform2D::inverse() const {
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| 	Transform2D inv = *this;
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| 	inv.invert();
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| 	return inv;
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| }
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| 
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| void Transform2D::affine_invert() {
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| 	real_t det = basis_determinant();
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| #ifdef MATH_CHECKS
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| 	ERR_FAIL_COND(det == 0);
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| #endif
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| 	real_t idet = 1.0 / det;
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| 
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| 	SWAP(elements[0][0], elements[1][1]);
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| 	elements[0] *= Vector2(idet, -idet);
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| 	elements[1] *= Vector2(-idet, idet);
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| 
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| 	elements[2] = basis_xform(-elements[2]);
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| }
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| 
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| Transform2D Transform2D::affine_inverse() const {
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| 	Transform2D inv = *this;
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| 	inv.affine_invert();
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| 	return inv;
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| }
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| 
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| void Transform2D::rotate(const real_t p_phi) {
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| 	*this = Transform2D(p_phi, Vector2()) * (*this);
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| }
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| 
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| real_t Transform2D::get_skew() const {
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| 	real_t det = basis_determinant();
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| 	return Math::acos(elements[0].normalized().dot(SIGN(det) * elements[1].normalized())) - Math_PI * 0.5;
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| }
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| 
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| void Transform2D::set_skew(const real_t p_angle) {
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| 	real_t det = basis_determinant();
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| 	elements[1] = SIGN(det) * elements[0].rotated((Math_PI * 0.5 + p_angle)).normalized() * elements[1].length();
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| }
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| 
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| real_t Transform2D::get_rotation() const {
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| 	return Math::atan2(elements[0].y, elements[0].x);
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| }
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| 
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| void Transform2D::set_rotation(const real_t p_rot) {
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| 	Size2 scale = get_scale();
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| 	real_t cr = Math::cos(p_rot);
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| 	real_t sr = Math::sin(p_rot);
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| 	elements[0][0] = cr;
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| 	elements[0][1] = sr;
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| 	elements[1][0] = -sr;
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| 	elements[1][1] = cr;
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| 	set_scale(scale);
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| }
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| 
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| Transform2D::Transform2D(const real_t p_rot, const Vector2 &p_pos) {
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| 	real_t cr = Math::cos(p_rot);
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| 	real_t sr = Math::sin(p_rot);
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| 	elements[0][0] = cr;
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| 	elements[0][1] = sr;
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| 	elements[1][0] = -sr;
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| 	elements[1][1] = cr;
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| 	elements[2] = p_pos;
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| }
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| 
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| Transform2D::Transform2D(const real_t p_rot, const Size2 &p_scale, const real_t p_skew, const Vector2 &p_pos) {
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| 	elements[0][0] = Math::cos(p_rot) * p_scale.x;
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| 	elements[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;
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| 	elements[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y;
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| 	elements[0][1] = Math::sin(p_rot) * p_scale.x;
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| 	elements[2] = p_pos;
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| }
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| 
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| Size2 Transform2D::get_scale() const {
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| 	real_t det_sign = SIGN(basis_determinant());
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| 	return Size2(elements[0].length(), det_sign * elements[1].length());
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| }
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| 
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| void Transform2D::set_scale(const Size2 &p_scale) {
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| 	elements[0].normalize();
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| 	elements[1].normalize();
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| 	elements[0] *= p_scale.x;
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| 	elements[1] *= p_scale.y;
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| }
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| 
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| void Transform2D::scale(const Size2 &p_scale) {
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| 	scale_basis(p_scale);
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| 	elements[2] *= p_scale;
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| }
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| 
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| void Transform2D::scale_basis(const Size2 &p_scale) {
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| 	elements[0][0] *= p_scale.x;
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| 	elements[0][1] *= p_scale.y;
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| 	elements[1][0] *= p_scale.x;
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| 	elements[1][1] *= p_scale.y;
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| }
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| 
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| void Transform2D::translate(const real_t p_tx, const real_t p_ty) {
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| 	translate(Vector2(p_tx, p_ty));
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| }
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| 
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| void Transform2D::translate(const Vector2 &p_translation) {
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| 	elements[2] += basis_xform(p_translation);
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| }
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| 
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| void Transform2D::orthonormalize() {
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| 	// Gram-Schmidt Process
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| 
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| 	Vector2 x = elements[0];
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| 	Vector2 y = elements[1];
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| 
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| 	x.normalize();
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| 	y = (y - x * (x.dot(y)));
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| 	y.normalize();
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| 
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| 	elements[0] = x;
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| 	elements[1] = y;
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| }
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| 
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| Transform2D Transform2D::orthonormalized() const {
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| 	Transform2D on = *this;
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| 	on.orthonormalize();
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| 	return on;
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| }
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| 
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| bool Transform2D::is_equal_approx(const Transform2D &p_transform) const {
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| 	return elements[0].is_equal_approx(p_transform.elements[0]) && elements[1].is_equal_approx(p_transform.elements[1]) && elements[2].is_equal_approx(p_transform.elements[2]);
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| }
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| 
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| Transform2D Transform2D::looking_at(const Vector2 &p_target) const {
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| 	Transform2D return_trans = Transform2D(get_rotation(), get_origin());
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| 	Vector2 target_position = affine_inverse().xform(p_target);
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| 	return_trans.set_rotation(return_trans.get_rotation() + (target_position * get_scale()).angle());
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| 	return return_trans;
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| }
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| 
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| bool Transform2D::operator==(const Transform2D &p_transform) const {
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| 	for (int i = 0; i < 3; i++) {
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| 		if (elements[i] != p_transform.elements[i]) {
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| 			return false;
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| 		}
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| 	}
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| 
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| 	return true;
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| }
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| 
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| bool Transform2D::operator!=(const Transform2D &p_transform) const {
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| 	for (int i = 0; i < 3; i++) {
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| 		if (elements[i] != p_transform.elements[i]) {
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| 			return true;
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| 		}
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| 	}
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| 
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| 	return false;
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| }
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| 
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| void Transform2D::operator*=(const Transform2D &p_transform) {
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| 	elements[2] = xform(p_transform.elements[2]);
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| 
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| 	real_t x0, x1, y0, y1;
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| 
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| 	x0 = tdotx(p_transform.elements[0]);
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| 	x1 = tdoty(p_transform.elements[0]);
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| 	y0 = tdotx(p_transform.elements[1]);
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| 	y1 = tdoty(p_transform.elements[1]);
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| 
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| 	elements[0][0] = x0;
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| 	elements[0][1] = x1;
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| 	elements[1][0] = y0;
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| 	elements[1][1] = y1;
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| }
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| 
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| Transform2D Transform2D::operator*(const Transform2D &p_transform) const {
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| 	Transform2D t = *this;
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| 	t *= p_transform;
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| 	return t;
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| }
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| 
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| Transform2D Transform2D::scaled(const Size2 &p_scale) const {
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| 	Transform2D copy = *this;
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| 	copy.scale(p_scale);
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| 	return copy;
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| }
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| 
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| Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const {
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| 	Transform2D copy = *this;
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| 	copy.scale_basis(p_scale);
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| 	return copy;
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| }
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| 
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| Transform2D Transform2D::untranslated() const {
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| 	Transform2D copy = *this;
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| 	copy.elements[2] = Vector2();
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| 	return copy;
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| }
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| 
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| Transform2D Transform2D::translated(const Vector2 &p_offset) const {
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| 	Transform2D copy = *this;
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| 	copy.translate(p_offset);
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| 	return copy;
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| }
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| 
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| Transform2D Transform2D::rotated(const real_t p_phi) const {
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| 	Transform2D copy = *this;
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| 	copy.rotate(p_phi);
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| 	return copy;
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| }
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| 
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| real_t Transform2D::basis_determinant() const {
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| 	return elements[0].x * elements[1].y - elements[0].y * elements[1].x;
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| }
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| 
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| Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, const real_t p_c) const {
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| 	//extract parameters
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| 	Vector2 p1 = get_origin();
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| 	Vector2 p2 = p_transform.get_origin();
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| 
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| 	real_t r1 = get_rotation();
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| 	real_t r2 = p_transform.get_rotation();
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| 
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| 	Size2 s1 = get_scale();
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| 	Size2 s2 = p_transform.get_scale();
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| 
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| 	//slerp rotation
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| 	Vector2 v1(Math::cos(r1), Math::sin(r1));
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| 	Vector2 v2(Math::cos(r2), Math::sin(r2));
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| 
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| 	real_t dot = v1.dot(v2);
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| 
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| 	dot = CLAMP(dot, -1.0, 1.0);
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| 
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| 	Vector2 v;
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| 
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| 	if (dot > 0.9995) {
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| 		v = v1.lerp(v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues
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| 	} else {
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| 		real_t angle = p_c * Math::acos(dot);
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| 		Vector2 v3 = (v2 - v1 * dot).normalized();
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| 		v = v1 * Math::cos(angle) + v3 * Math::sin(angle);
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| 	}
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| 
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| 	//construct matrix
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| 	Transform2D res(v.angle(), p1.lerp(p2, p_c));
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| 	res.scale_basis(s1.lerp(s2, p_c));
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| 	return res;
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| }
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| 
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| void Transform2D::operator*=(const real_t p_val) {
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| 	elements[0] *= p_val;
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| 	elements[1] *= p_val;
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| 	elements[2] *= p_val;
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| }
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| 
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| Transform2D Transform2D::operator*(const real_t p_val) const {
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| 	Transform2D ret(*this);
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| 	ret *= p_val;
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| 	return ret;
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| }
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| 
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| Transform2D::operator String() const {
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| 	return "[X: " + elements[0].operator String() +
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| 			", Y: " + elements[1].operator String() +
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| 			", O: " + elements[2].operator String() + "]";
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| }
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