using System; using System.Runtime.InteropServices; namespace Godot { [StructLayout(LayoutKind.Sequential)] public struct Transform2D : IEquatable { private static readonly Transform2D identity = new Transform2D ( new Vector2(1f, 0f), new Vector2(0f, 1f), new Vector2(0f, 0f) ); public Vector2 x; public Vector2 y; public Vector2 o; public static Transform2D Identity { get { return identity; } } public Vector2 Origin { get { return o; } } public float Rotation { get { return Mathf.Atan2(y.x, o.y); } } public Vector2 Scale { get { return new Vector2(x.Length(), y.Length()); } } public Vector2 this[int index] { get { switch (index) { case 0: return x; case 1: return y; case 2: return o; default: throw new IndexOutOfRangeException(); } } set { switch (index) { case 0: x = value; return; case 1: y = value; return; case 2: o = value; return; default: throw new IndexOutOfRangeException(); } } } public float this[int index, int axis] { get { switch (index) { case 0: return x[axis]; case 1: return y[axis]; default: throw new IndexOutOfRangeException(); } } set { switch (index) { case 0: x[axis] = value; return; case 1: y[axis] = value; return; default: throw new IndexOutOfRangeException(); } } } public Transform2D AffineInverse() { Transform2D inv = this; float det = this[0, 0] * this[1, 1] - this[1, 0] * this[0, 1]; if (det == 0) { return new Transform2D ( float.NaN, float.NaN, float.NaN, float.NaN, float.NaN, float.NaN ); } float idet = 1.0f / det; float temp = this[0, 0]; this[0, 0] = this[1, 1]; this[1, 1] = temp; this[0] *= new Vector2(idet, -idet); this[1] *= new Vector2(-idet, idet); this[2] = BasisXform(-this[2]); return inv; } public Vector2 BasisXform(Vector2 v) { return new Vector2(Tdotx(v), Tdoty(v)); } public Vector2 BasisXformInv(Vector2 v) { return new Vector2(x.Dot(v), y.Dot(v)); } public Transform2D InterpolateWith(Transform2D m, float c) { float r1 = Rotation; float r2 = m.Rotation; Vector2 s1 = Scale; Vector2 s2 = m.Scale; // Slerp rotation Vector2 v1 = new Vector2(Mathf.Cos(r1), Mathf.Sin(r1)); Vector2 v2 = new Vector2(Mathf.Cos(r2), Mathf.Sin(r2)); float dot = v1.Dot(v2); // Clamp dot to [-1, 1] dot = (dot < -1.0f) ? -1.0f : ((dot > 1.0f) ? 1.0f : dot); Vector2 v = new Vector2(); if (dot > 0.9995f) { // Linearly interpolate to avoid numerical precision issues v = v1.LinearInterpolate(v2, c).Normalized(); } else { float angle = c * Mathf.Acos(dot); Vector2 v3 = (v2 - v1 * dot).Normalized(); v = v1 * Mathf.Cos(angle) + v3 * Mathf.Sin(angle); } // Extract parameters Vector2 p1 = Origin; Vector2 p2 = m.Origin; // Construct matrix Transform2D res = new Transform2D(Mathf.Atan2(v.y, v.x), p1.LinearInterpolate(p2, c)); Vector2 scale = s1.LinearInterpolate(s2, c); res.x *= scale; res.y *= scale; return res; } public Transform2D Inverse() { Transform2D inv = this; // Swap float temp = inv.x.y; inv.x.y = inv.y.x; inv.y.x = temp; inv.o = inv.BasisXform(-inv.o); return inv; } public Transform2D Orthonormalized() { Transform2D on = this; Vector2 onX = on.x; Vector2 onY = on.y; onX.Normalize(); onY = onY - onX * (onX.Dot(onY)); onY.Normalize(); on.x = onX; on.y = onY; return on; } public Transform2D Rotated(float phi) { return this * new Transform2D(phi, new Vector2()); } public Transform2D Scaled(Vector2 scale) { Transform2D copy = this; copy.x *= scale; copy.y *= scale; copy.o *= scale; return copy; } private float Tdotx(Vector2 with) { return this[0, 0] * with[0] + this[1, 0] * with[1]; } private float Tdoty(Vector2 with) { return this[0, 1] * with[0] + this[1, 1] * with[1]; } public Transform2D Translated(Vector2 offset) { Transform2D copy = this; copy.o += copy.BasisXform(offset); return copy; } public Vector2 Xform(Vector2 v) { return new Vector2(Tdotx(v), Tdoty(v)) + o; } public Vector2 XformInv(Vector2 v) { Vector2 vInv = v - o; return new Vector2(x.Dot(vInv), y.Dot(vInv)); } public Transform2D(Vector2 xAxis, Vector2 yAxis, Vector2 origin) { this.x = xAxis; this.y = yAxis; this.o = origin; } public Transform2D(float xx, float xy, float yx, float yy, float ox, float oy) { this.x = new Vector2(xx, xy); this.y = new Vector2(yx, yy); this.o = new Vector2(ox, oy); } public Transform2D(float rot, Vector2 pos) { float cr = Mathf.Cos(rot); float sr = Mathf.Sin(rot); x.x = cr; y.y = cr; x.y = -sr; y.x = sr; o = pos; } public static Transform2D operator *(Transform2D left, Transform2D right) { left.o = left.Xform(right.o); float x0, x1, y0, y1; x0 = left.Tdotx(right.x); x1 = left.Tdoty(right.x); y0 = left.Tdotx(right.y); y1 = left.Tdoty(right.y); left.x.x = x0; left.x.y = x1; left.y.x = y0; left.y.y = y1; return left; } public static bool operator ==(Transform2D left, Transform2D right) { return left.Equals(right); } public static bool operator !=(Transform2D left, Transform2D right) { return !left.Equals(right); } public override bool Equals(object obj) { if (obj is Transform2D) { return Equals((Transform2D)obj); } return false; } public bool Equals(Transform2D other) { return x.Equals(other.x) && y.Equals(other.y) && o.Equals(other.o); } public override int GetHashCode() { return x.GetHashCode() ^ y.GetHashCode() ^ o.GetHashCode(); } public override string ToString() { return String.Format("({0}, {1}, {2})", new object[] { this.x.ToString(), this.y.ToString(), this.o.ToString() }); } public string ToString(string format) { return String.Format("({0}, {1}, {2})", new object[] { this.x.ToString(format), this.y.ToString(format), this.o.ToString(format) }); } } }