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			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
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			241 lines
		
	
	
	
		
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| /*************************************************************************/
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| /*  transform_2d.h                                                       */
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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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 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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| #ifndef TRANSFORM_2D_H
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| #define TRANSFORM_2D_H
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| 
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| #include "core/math/rect2.h" // also includes vector2, math_funcs, and ustring
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| 
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| struct Transform2D {
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| 	// Warning #1: basis of Transform2D is stored differently from Basis. In terms of elements array, the basis matrix looks like "on paper":
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| 	// M = (elements[0][0] elements[1][0])
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| 	//     (elements[0][1] elements[1][1])
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| 	// 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].
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| 	// 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.
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| 	// This requires additional care when working with explicit indices.
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| 	// See https://en.wikipedia.org/wiki/Row-_and_column-major_order for further reading.
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| 
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| 	// Warning #2: 2D be aware that unlike 3D code, 2D code uses a left-handed coordinate system: Y-axis points down,
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| 	// and angle is measure from +X to +Y in a clockwise-fashion.
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| 
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| 	Vector2 elements[3];
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| 
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| 	_FORCE_INLINE_ real_t tdotx(const Vector2 &v) const { return elements[0][0] * v.x + elements[1][0] * v.y; }
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| 	_FORCE_INLINE_ real_t tdoty(const Vector2 &v) const { return elements[0][1] * v.x + elements[1][1] * v.y; }
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| 
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| 	const Vector2 &operator[](int p_idx) const { return elements[p_idx]; }
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| 	Vector2 &operator[](int p_idx) { return elements[p_idx]; }
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| 
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| 	_FORCE_INLINE_ Vector2 get_axis(int p_axis) const {
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| 		ERR_FAIL_INDEX_V(p_axis, 3, Vector2());
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| 		return elements[p_axis];
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| 	}
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| 	_FORCE_INLINE_ void set_axis(int p_axis, const Vector2 &p_vec) {
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| 		ERR_FAIL_INDEX(p_axis, 3);
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| 		elements[p_axis] = p_vec;
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| 	}
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| 
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| 	void invert();
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| 	Transform2D inverse() const;
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| 
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| 	void affine_invert();
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| 	Transform2D affine_inverse() const;
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| 
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| 	void set_rotation(real_t p_rot);
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| 	real_t get_rotation() const;
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| 	real_t get_skew() const;
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| 	void set_skew(float p_angle);
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| 	_FORCE_INLINE_ void set_rotation_and_scale(real_t p_rot, const Size2 &p_scale);
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| 	_FORCE_INLINE_ void set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, float p_skew);
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| 	void rotate(real_t p_phi);
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| 
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| 	void scale(const Size2 &p_scale);
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| 	void scale_basis(const Size2 &p_scale);
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| 	void translate(real_t p_tx, real_t p_ty);
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| 	void translate(const Vector2 &p_translation);
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| 
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| 	real_t basis_determinant() const;
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| 
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| 	Size2 get_scale() const;
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| 	void set_scale(const Size2 &p_scale);
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| 
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| 	_FORCE_INLINE_ const Vector2 &get_origin() const { return elements[2]; }
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| 	_FORCE_INLINE_ void set_origin(const Vector2 &p_origin) { elements[2] = p_origin; }
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| 
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| 	Transform2D scaled(const Size2 &p_scale) const;
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| 	Transform2D basis_scaled(const Size2 &p_scale) const;
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| 	Transform2D translated(const Vector2 &p_offset) const;
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| 	Transform2D rotated(real_t p_phi) const;
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| 
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| 	Transform2D untranslated() const;
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| 
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| 	void orthonormalize();
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| 	Transform2D orthonormalized() const;
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| 	bool is_equal_approx(const Transform2D &p_transform) const;
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| 
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| 	bool operator==(const Transform2D &p_transform) const;
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| 	bool operator!=(const Transform2D &p_transform) const;
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| 
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| 	void operator*=(const Transform2D &p_transform);
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| 	Transform2D operator*(const Transform2D &p_transform) const;
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| 
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| 	Transform2D interpolate_with(const Transform2D &p_transform, real_t p_c) const;
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| 
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| 	_FORCE_INLINE_ Vector2 basis_xform(const Vector2 &p_vec) const;
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| 	_FORCE_INLINE_ Vector2 basis_xform_inv(const Vector2 &p_vec) const;
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| 	_FORCE_INLINE_ Vector2 xform(const Vector2 &p_vec) const;
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| 	_FORCE_INLINE_ Vector2 xform_inv(const Vector2 &p_vec) const;
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| 	_FORCE_INLINE_ Rect2 xform(const Rect2 &p_rect) const;
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| 	_FORCE_INLINE_ Rect2 xform_inv(const Rect2 &p_rect) const;
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| 	_FORCE_INLINE_ Vector<Vector2> xform(const Vector<Vector2> &p_array) const;
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| 	_FORCE_INLINE_ Vector<Vector2> xform_inv(const Vector<Vector2> &p_array) const;
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| 
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| 	operator String() const;
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| 
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| 	Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) {
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| 		elements[0][0] = xx;
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| 		elements[0][1] = xy;
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| 		elements[1][0] = yx;
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| 		elements[1][1] = yy;
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| 		elements[2][0] = ox;
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| 		elements[2][1] = oy;
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| 	}
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| 
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| 	Transform2D(const Vector2 &p_x, const Vector2 &p_y, const Vector2 &p_origin) {
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| 		elements[0] = p_x;
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| 		elements[1] = p_y;
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| 		elements[2] = p_origin;
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| 	}
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| 
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| 	Transform2D(real_t p_rot, const Vector2 &p_pos);
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| 	Transform2D() {
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| 		elements[0][0] = 1.0;
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| 		elements[1][1] = 1.0;
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| 	}
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| };
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| 
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| Vector2 Transform2D::basis_xform(const Vector2 &p_vec) const {
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| 	return Vector2(
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| 			tdotx(p_vec),
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| 			tdoty(p_vec));
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| }
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| 
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| Vector2 Transform2D::basis_xform_inv(const Vector2 &p_vec) const {
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| 	return Vector2(
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| 			elements[0].dot(p_vec),
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| 			elements[1].dot(p_vec));
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| }
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| 
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| Vector2 Transform2D::xform(const Vector2 &p_vec) const {
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| 	return Vector2(
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| 				   tdotx(p_vec),
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| 				   tdoty(p_vec)) +
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| 		   elements[2];
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| }
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| 
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| Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
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| 	Vector2 v = p_vec - elements[2];
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| 
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| 	return Vector2(
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| 			elements[0].dot(v),
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| 			elements[1].dot(v));
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| }
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| 
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| Rect2 Transform2D::xform(const Rect2 &p_rect) const {
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| 	Vector2 x = elements[0] * p_rect.size.x;
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| 	Vector2 y = elements[1] * p_rect.size.y;
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| 	Vector2 pos = xform(p_rect.position);
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| 
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| 	Rect2 new_rect;
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| 	new_rect.position = pos;
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| 	new_rect.expand_to(pos + x);
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| 	new_rect.expand_to(pos + y);
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| 	new_rect.expand_to(pos + x + y);
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| 	return new_rect;
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| }
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| 
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| void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
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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_scale.y;
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| 	elements[1][0] = -Math::sin(p_rot) * p_scale.y;
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| 	elements[0][1] = Math::sin(p_rot) * p_scale.x;
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| }
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| 
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| void Transform2D::set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, float p_skew) {
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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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| }
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| 
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| Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {
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| 	Vector2 ends[4] = {
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| 		xform_inv(p_rect.position),
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| 		xform_inv(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)),
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| 		xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)),
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| 		xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y))
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| 	};
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| 
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| 	Rect2 new_rect;
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| 	new_rect.position = ends[0];
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| 	new_rect.expand_to(ends[1]);
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| 	new_rect.expand_to(ends[2]);
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| 	new_rect.expand_to(ends[3]);
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| 
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| 	return new_rect;
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| }
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| 
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| Vector<Vector2> Transform2D::xform(const Vector<Vector2> &p_array) const {
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| 	Vector<Vector2> array;
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| 	array.resize(p_array.size());
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| 
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| 	const Vector2 *r = p_array.ptr();
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| 	Vector2 *w = array.ptrw();
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| 
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| 	for (int i = 0; i < p_array.size(); ++i) {
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| 		w[i] = xform(r[i]);
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| 	}
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| 	return array;
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| }
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| 
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| Vector<Vector2> Transform2D::xform_inv(const Vector<Vector2> &p_array) const {
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| 	Vector<Vector2> array;
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| 	array.resize(p_array.size());
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| 
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| 	const Vector2 *r = p_array.ptr();
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| 	Vector2 *w = array.ptrw();
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| 
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| 	for (int i = 0; i < p_array.size(); ++i) {
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| 		w[i] = xform_inv(r[i]);
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| 	}
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| 	return array;
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| }
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| 
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| #endif // TRANSFORM_2D_H
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