diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
index f3f71beb86f..f98b4fcfffe 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
@@ -361,6 +361,7 @@ namespace Godot
///
/// A vector to transform.
/// The transformed vector.
+ [Obsolete("Xform is deprecated. Use the multiplication operator (Transform2D * Vector2) instead.")]
public Vector2 Xform(Vector2 v)
{
return new Vector2(Tdotx(v), Tdoty(v)) + origin;
@@ -372,6 +373,7 @@ namespace Godot
///
/// A vector to inversely transform.
/// The inversely transformed vector.
+ [Obsolete("XformInv is deprecated. Use the multiplication operator (Vector2 * Transform2D) instead.")]
public Vector2 XformInv(Vector2 v)
{
Vector2 vInv = v - origin;
@@ -447,7 +449,7 @@ namespace Godot
public static Transform2D operator *(Transform2D left, Transform2D right)
{
- left.origin = left.Xform(right.origin);
+ left.origin = left * right.origin;
real_t x0 = left.Tdotx(right.x);
real_t x1 = left.Tdoty(right.x);
@@ -462,6 +464,96 @@ namespace Godot
return left;
}
+ ///
+ /// Returns a Vector2 transformed (multiplied) by transformation matrix.
+ ///
+ /// The transformation to apply.
+ /// A Vector2 to transform.
+ /// The transformed Vector2.
+ public static Vector2 operator *(Transform2D transform, Vector2 vector)
+ {
+ return new Vector2(transform.Tdotx(vector), transform.Tdoty(vector)) + transform.origin;
+ }
+
+ ///
+ /// Returns a Vector2 transformed (multiplied) by the inverse transformation matrix.
+ ///
+ /// A vector to inversely transform.
+ /// The transformation to apply.
+ /// The inversely transformed Vector2.
+ public static Vector2 operator *(Vector2 vector, Transform2D transform)
+ {
+ Vector2 vInv = vector - transform.origin;
+ return new Vector2(transform.x.Dot(vInv), transform.y.Dot(vInv));
+ }
+
+ ///
+ /// Returns a Rect2 transformed (multiplied) by transformation matrix.
+ ///
+ /// The transformation to apply.
+ /// A Rect2 to transform.
+ /// The transformed Rect2.
+ public static Rect2 operator *(Transform2D transform, Rect2 rect)
+ {
+ Vector2 pos = transform * rect.Position;
+ Vector2 toX = transform.x * rect.Size.x;
+ Vector2 toY = transform.y * rect.Size.y;
+
+ return new Rect2(pos, rect.Size).Expand(pos + toX).Expand(pos + toY).Expand(pos + toX + toY);
+ }
+
+ ///
+ /// Returns a Rect2 transformed (multiplied) by the inverse transformation matrix.
+ ///
+ /// A Rect2 to inversely transform.
+ /// The transformation to apply.
+ /// The inversely transformed Rect2.
+ public static Rect2 operator *(Rect2 rect, Transform2D transform)
+ {
+ Vector2 pos = rect.Position * transform;
+ Vector2 to1 = new Vector2(rect.Position.x, rect.Position.y + rect.Size.y) * transform;
+ Vector2 to2 = new Vector2(rect.Position.x + rect.Size.x, rect.Position.y + rect.Size.y) * transform;
+ Vector2 to3 = new Vector2(rect.Position.x + rect.Size.x, rect.Position.y) * transform;
+
+ return new Rect2(pos, rect.Size).Expand(to1).Expand(to2).Expand(to3);
+ }
+
+ ///
+ /// Returns a copy of the given Vector2[] transformed (multiplied) by transformation matrix.
+ ///
+ /// The transformation to apply.
+ /// a Vector2[] to transform.
+ /// The transformed copy of the Vector2[].
+ public static Vector2[] operator *(Transform2D transform, Vector2[] array)
+ {
+ Vector2[] newArray = new Vector2[array.Length];
+
+ for (int i = 0; i < array.Length; i++)
+ {
+ newArray[i] = transform * array[i];
+ }
+
+ return newArray;
+ }
+
+ ///
+ /// Returns a copy of the given Vector2[] transformed (multiplied) by the inverse transformation matrix.
+ ///
+ /// A Vector2[] to inversely transform.
+ /// The transformation to apply.
+ /// The inversely transformed copy of the Vector2[].
+ public static Vector2[] operator *(Vector2[] array, Transform2D transform)
+ {
+ Vector2[] newArray = new Vector2[array.Length];
+
+ for (int i = 0; i < array.Length; i++)
+ {
+ newArray[i] = array[i] * transform;
+ }
+
+ return newArray;
+ }
+
public static bool operator ==(Transform2D left, Transform2D right)
{
return left.Equals(right);