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102
GodoBinding/include/core/Transform2D.hpp
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102
GodoBinding/include/core/Transform2D.hpp
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#ifndef TRANSFORM2D_H
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#define TRANSFORM2D_H
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#include "Vector2.hpp"
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namespace godot {
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typedef Vector2 Size2;
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struct Rect2;
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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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// 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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Vector2 elements[3];
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inline real_t tdotx(const Vector2 &v) const { return elements[0][0] * v.x + elements[1][0] * v.y; }
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inline real_t tdoty(const Vector2 &v) const { return elements[0][1] * v.x + elements[1][1] * v.y; }
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inline const Vector2 &operator[](int p_idx) const { return elements[p_idx]; }
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inline Vector2 &operator[](int p_idx) { return elements[p_idx]; }
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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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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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void invert();
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Transform2D inverse() const;
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void affine_invert();
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Transform2D affine_inverse() const;
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void set_rotation(real_t p_phi);
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real_t get_rotation() const;
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void set_rotation_and_scale(real_t p_phi, const Size2 &p_scale);
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void rotate(real_t p_phi);
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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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real_t basis_determinant() const;
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Size2 get_scale() const;
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inline const Vector2 &get_origin() const { return elements[2]; }
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inline void set_origin(const Vector2 &p_origin) { elements[2] = p_origin; }
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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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Transform2D untranslated() const;
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void orthonormalize();
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Transform2D orthonormalized() const;
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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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void operator*=(const Transform2D &p_transform);
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Transform2D operator*(const Transform2D &p_transform) const;
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Transform2D interpolate_with(const Transform2D &p_transform, real_t p_c) const;
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Vector2 basis_xform(const Vector2 &p_vec) const;
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Vector2 basis_xform_inv(const Vector2 &p_vec) const;
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Vector2 xform(const Vector2 &p_vec) const;
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Vector2 xform_inv(const Vector2 &p_vec) const;
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Rect2 xform(const Rect2 &p_vec) const;
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Rect2 xform_inv(const Rect2 &p_vec) const;
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operator String() const;
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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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Transform2D(real_t p_rot, const Vector2 &p_pos);
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inline 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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} // namespace godot
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#endif // TRANSFORM2D_H
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