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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Transform2D" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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A 2× 3 matrix representing a 2D transformation.
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</brief_description>
<description >
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A 2× 3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can represent transformations such as translation, rotation, and scaling. It consists of three [Vector2] values: [member x], [member y], and the [member origin].
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For more information, read the "Matrices and transforms" documentation article.
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</description>
<tutorials >
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<link title= "Math documentation index" > $DOCS_URL/tutorials/math/index.html</link>
<link title= "Matrices and transforms" > $DOCS_URL/tutorials/math/matrices_and_transforms.html</link>
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<link title= "Matrix Transform Demo" > https://godotengine.org/asset-library/asset/584</link>
<link title= "2.5D Demo" > https://godotengine.org/asset-library/asset/583</link>
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</tutorials>
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<constructors >
<constructor name= "Transform2D" >
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<return type= "Transform2D" />
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<description >
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Constructs a default-initialized [Transform2D] set to [constant IDENTITY].
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</description>
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</constructor>
<constructor name= "Transform2D" >
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<return type= "Transform2D" />
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<param index= "0" name= "from" type= "Transform2D" />
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<description >
Constructs a [Transform2D] as a copy of the given [Transform2D].
</description>
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</constructor>
<constructor name= "Transform2D" >
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<return type= "Transform2D" />
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<param index= "0" name= "rotation" type= "float" />
<param index= "1" name= "position" type= "Vector2" />
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<description >
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Constructs the transform from a given angle (in radians) and position.
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</description>
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</constructor>
<constructor name= "Transform2D" >
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<return type= "Transform2D" />
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<param index= "0" name= "rotation" type= "float" />
<param index= "1" name= "scale" type= "Vector2" />
<param index= "2" name= "skew" type= "float" />
<param index= "3" name= "position" type= "Vector2" />
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<description >
Constructs the transform from a given angle (in radians), scale, skew (in radians) and position.
</description>
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</constructor>
<constructor name= "Transform2D" >
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<return type= "Transform2D" />
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<param index= "0" name= "x_axis" type= "Vector2" />
<param index= "1" name= "y_axis" type= "Vector2" />
<param index= "2" name= "origin" type= "Vector2" />
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<description >
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Constructs the transform from 3 [Vector2] values representing [member x], [member y], and the [member origin] (the three column vectors).
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</description>
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</constructor>
</constructors>
<methods >
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<method name= "affine_inverse" qualifiers= "const" >
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<return type= "Transform2D" />
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<description >
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Returns the inverse of the transform, under the assumption that the basis is invertible (must have non-zero determinant).
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</description>
</method>
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<method name= "basis_xform" qualifiers= "const" >
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<return type= "Vector2" />
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<param index= "0" name= "v" type= "Vector2" />
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<description >
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Returns a vector transformed (multiplied) by the basis matrix.
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This method does not account for translation (the [member origin] vector).
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</description>
</method>
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<method name= "basis_xform_inv" qualifiers= "const" >
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<return type= "Vector2" />
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<param index= "0" name= "v" type= "Vector2" />
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<description >
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Returns a vector transformed (multiplied) by the inverse basis matrix, under the assumption that the basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
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This method does not account for translation (the [member origin] vector).
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[code]transform.basis_xform_inv(vector)[/code] is equivalent to [code]transform.inverse().basis_xform(vector)[/code]. See [method inverse].
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For non-orthonormal transforms (e.g. with scaling) [code]transform.affine_inverse().basis_xform(vector)[/code] can be used instead. See [method affine_inverse].
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</description>
</method>
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<method name= "determinant" qualifiers= "const" >
<return type= "float" />
<description >
Returns the determinant of the basis matrix. If the basis is uniformly scaled, then its determinant equals the square of the scale factor.
A negative determinant means the basis was flipped, so one part of the scale is negative. A zero determinant means the basis isn't invertible, and is usually considered invalid.
</description>
</method>
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<method name= "get_origin" qualifiers= "const" >
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<return type= "Vector2" />
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<description >
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Returns the transform's origin (translation).
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</description>
</method>
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<method name= "get_rotation" qualifiers= "const" >
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<return type= "float" />
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<description >
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Returns the transform's rotation (in radians).
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</description>
</method>
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<method name= "get_scale" qualifiers= "const" >
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<return type= "Vector2" />
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<description >
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Returns the scale.
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</description>
</method>
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<method name= "get_skew" qualifiers= "const" >
<return type= "float" />
<description >
Returns the transform's skew (in radians).
</description>
</method>
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<method name= "interpolate_with" qualifiers= "const" >
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<return type= "Transform2D" />
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<param index= "0" name= "xform" type= "Transform2D" />
<param index= "1" name= "weight" type= "float" />
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<description >
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Returns a transform interpolated between this transform and another by a given [param weight] (on the range of 0.0 to 1.0).
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</description>
</method>
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<method name= "inverse" qualifiers= "const" >
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<return type= "Transform2D" />
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<description >
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Returns the inverse of the transform, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not). Use [method affine_inverse] for non-orthonormal transforms (e.g. with scaling).
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</description>
</method>
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<method name= "is_conformal" qualifiers= "const" >
<return type= "bool" />
<description >
Returns [code]true[/code] if the transform's basis is conformal, meaning it preserves angles and distance ratios, and may only be composed of rotation and uniform scale. Returns [code]false[/code] if the transform's basis has non-uniform scale or shear/skew. This can be used to validate if the transform is non-distorted, which is important for physics and other use cases.
</description>
</method>
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<method name= "is_equal_approx" qualifiers= "const" >
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<return type= "bool" />
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<param index= "0" name= "xform" type= "Transform2D" />
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<description >
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Returns [code]true[/code] if this transform and [param xform] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
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</description>
</method>
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<method name= "is_finite" qualifiers= "const" >
<return type= "bool" />
<description >
Returns [code]true[/code] if this transform is finite, by calling [method @GlobalScope.is_finite] on each component.
</description>
</method>
New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
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<method name= "looking_at" qualifiers= "const" >
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<return type= "Transform2D" />
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<param index= "0" name= "target" type= "Vector2" default= "Vector2(0, 0)" />
New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2020-08-03 20:02:24 +02:00
<description >
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Returns a copy of the transform rotated such that the rotated X-axis points towards the [param target] position.
New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
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Operations take place in global space.
</description>
</method>
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<method name= "orthonormalized" qualifiers= "const" >
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<return type= "Transform2D" />
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<description >
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Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1).
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</description>
</method>
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<method name= "rotated" qualifiers= "const" >
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<return type= "Transform2D" />
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<param index= "0" name= "angle" type= "float" />
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<description >
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Returns a copy of the transform rotated by the given [param angle] (in radians).
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This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code].
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This can be seen as transforming with respect to the global/parent frame.
</description>
</method>
<method name= "rotated_local" qualifiers= "const" >
<return type= "Transform2D" />
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<param index= "0" name= "angle" type= "float" />
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<description >
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Returns a copy of the transform rotated by the given [param angle] (in radians).
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This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code].
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This can be seen as transforming with respect to the local frame.
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</description>
</method>
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<method name= "scaled" qualifiers= "const" >
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<return type= "Transform2D" />
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<param index= "0" name= "scale" type= "Vector2" />
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<description >
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Returns a copy of the transform scaled by the given [param scale] factor.
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This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code].
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This can be seen as transforming with respect to the global/parent frame.
</description>
</method>
<method name= "scaled_local" qualifiers= "const" >
<return type= "Transform2D" />
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<param index= "0" name= "scale" type= "Vector2" />
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<description >
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Returns a copy of the transform scaled by the given [param scale] factor.
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This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code].
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This can be seen as transforming with respect to the local frame.
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</description>
</method>
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<method name= "translated" qualifiers= "const" >
<return type= "Transform2D" />
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<param index= "0" name= "offset" type= "Vector2" />
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<description >
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Returns a copy of the transform translated by the given [param offset].
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This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code].
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This can be seen as transforming with respect to the global/parent frame.
</description>
</method>
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<method name= "translated_local" qualifiers= "const" >
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<return type= "Transform2D" />
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<param index= "0" name= "offset" type= "Vector2" />
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<description >
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Returns a copy of the transform translated by the given [param offset].
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This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code].
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This can be seen as transforming with respect to the local frame.
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</description>
</method>
</methods>
<members >
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<member name= "origin" type= "Vector2" setter= "" getter= "" default= "Vector2(0, 0)" >
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The origin vector (column 2, the third column). Equivalent to array index [code]2[/code]. The origin vector represents translation.
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</member>
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<member name= "x" type= "Vector2" setter= "" getter= "" default= "Vector2(1, 0)" >
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The basis matrix's X vector (column 0). Equivalent to array index [code]0[/code].
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</member>
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<member name= "y" type= "Vector2" setter= "" getter= "" default= "Vector2(0, 1)" >
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The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/code].
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</member>
</members>
<constants >
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<constant name= "IDENTITY" value= "Transform2D(1, 0, 0, 1, 0, 0)" >
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The identity [Transform2D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation.
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</constant>
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<constant name= "FLIP_X" value= "Transform2D(-1, 0, 0, 1, 0, 0)" >
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The [Transform2D] that will flip something along the X axis.
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</constant>
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<constant name= "FLIP_Y" value= "Transform2D(1, 0, 0, -1, 0, 0)" >
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The [Transform2D] that will flip something along the Y axis.
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</constant>
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</constants>
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<operators >
<operator name= "operator !=" >
<return type= "bool" />
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<param index= "0" name= "right" type= "Transform2D" />
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<description >
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Returns [code]true[/code] if the transforms are not equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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</description>
</operator>
<operator name= "operator *" >
<return type= "PackedVector2Array" />
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<param index= "0" name= "right" type= "PackedVector2Array" />
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<description >
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Transforms (multiplies) each element of the [Vector2] array by the given [Transform2D] matrix.
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</description>
</operator>
<operator name= "operator *" >
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<return type= "Rect2" />
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<param index= "0" name= "right" type= "Rect2" />
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<description >
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Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix.
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</description>
</operator>
<operator name= "operator *" >
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<return type= "Transform2D" />
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<param index= "0" name= "right" type= "Transform2D" />
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<description >
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Composes these two transformation matrices by multiplying them together. This has the effect of transforming the second transform (the child) by the first transform (the parent).
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</description>
</operator>
<operator name= "operator *" >
<return type= "Vector2" />
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<param index= "0" name= "right" type= "Vector2" />
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<description >
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Transforms (multiplies) the [Vector2] by the given [Transform2D] matrix.
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</description>
</operator>
<operator name= "operator *" >
<return type= "Transform2D" />
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<param index= "0" name= "right" type= "float" />
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<description >
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This operator multiplies all components of the [Transform2D], including the [member origin] vector, which scales it uniformly.
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</description>
</operator>
<operator name= "operator *" >
<return type= "Transform2D" />
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<param index= "0" name= "right" type= "int" />
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<description >
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This operator multiplies all components of the [Transform2D], including the [member origin] vector, which scales it uniformly.
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</description>
</operator>
<operator name= "operator ==" >
<return type= "bool" />
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<param index= "0" name= "right" type= "Transform2D" />
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<description >
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Returns [code]true[/code] if the transforms are exactly equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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</description>
</operator>
<operator name= "operator []" >
<return type= "Vector2" />
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<param index= "0" name= "index" type= "int" />
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<description >
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Access transform components using their index. [code]t[0][/code] is equivalent to [code]t.x[/code], [code]t[1][/code] is equivalent to [code]t.y[/code], and [code]t[2][/code] is equivalent to [code]t.origin[/code].
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</description>
</operator>
</operators>
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</class>