godot-cpp/include/core/Transform2D.hpp
Hugo Locurcio cf5428e103
Add license headers to all source and header files
This is consistent with the core Godot source code, and ensures the
license isn't detached from its original code when individual files
are distributed.
2021-08-02 18:34:58 +02:00

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/*************************************************************************/
/* Transform2D.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 TRANSFORM2D_H
#define TRANSFORM2D_H
#include "Vector2.hpp"
namespace godot {
typedef Vector2 Size2;
struct Rect2;
struct Transform2D {
static const Transform2D IDENTITY;
static const Transform2D FLIP_X;
static const Transform2D FLIP_Y;
// 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;
}
};
} // namespace godot
#endif // TRANSFORM2D_H