2018-08-11 04:40:44 +00:00
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/**************************************************************************/
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/* transform_2d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TRANSFORM_2D_H
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#define TRANSFORM_2D_H
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2022-02-04 12:28:02 +00:00
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#include "core/math/math_funcs.h"
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#include "core/math/rect2.h"
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#include "core/math/vector2.h"
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2022-02-04 14:35:14 +00:00
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#include "core/templates/vector.h"
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2022-02-04 12:28:02 +00:00
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class String;
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2018-08-11 04:40:44 +00:00
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2024-04-12 15:02:26 +00:00
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struct [[nodiscard]] Transform2D {
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2024-09-12 17:03:59 +00:00
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// WARNING: The basis of Transform2D is stored differently from Basis.
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// In terms of columns array, the basis matrix looks like "on paper":
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2022-04-24 21:59:24 +00:00
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// M = (columns[0][0] columns[1][0])
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// (columns[0][1] columns[1][1])
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2024-09-12 17:03:59 +00:00
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// This is such that the columns, which can be interpreted as basis vectors
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// of the coordinate system "painted" on the object, can be accessed as columns[i].
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// NOTE: This is the opposite of the indices in mathematical texts,
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// meaning: $M_{12}$ in a math book corresponds to columns[1][0] here.
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2018-08-11 04:40:44 +00:00
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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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2024-09-12 17:03:59 +00:00
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// WARNING: Be aware that unlike 3D code, 2D code uses a left-handed coordinate system:
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// Y-axis points down, and angle is measure from +X to +Y in a clockwise-fashion.
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2018-08-11 04:40:44 +00:00
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2022-04-24 21:59:24 +00:00
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Vector2 columns[3];
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2018-08-11 04:40:44 +00:00
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2024-02-17 22:24:59 +00:00
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_FORCE_INLINE_ real_t tdotx(const Vector2 &p_v) const { return columns[0][0] * p_v.x + columns[1][0] * p_v.y; }
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_FORCE_INLINE_ real_t tdoty(const Vector2 &p_v) const { return columns[0][1] * p_v.x + columns[1][1] * p_v.y; }
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2022-04-24 21:59:24 +00:00
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const Vector2 &operator[](int p_idx) const { return columns[p_idx]; }
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Vector2 &operator[](int p_idx) { return columns[p_idx]; }
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2018-08-11 04:40:44 +00:00
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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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2024-02-17 22:24:59 +00:00
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void set_rotation(real_t p_rot);
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2018-08-11 04:40:44 +00:00
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real_t get_rotation() const;
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2020-05-01 16:38:04 +00:00
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real_t get_skew() const;
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2024-02-17 22:24:59 +00:00
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void set_skew(real_t p_angle);
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_FORCE_INLINE_ void set_rotation_and_scale(real_t p_rot, const Size2 &p_scale);
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_FORCE_INLINE_ void set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, real_t p_skew);
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void rotate(real_t p_angle);
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2018-08-11 04:40:44 +00:00
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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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2024-02-17 22:24:59 +00:00
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void translate_local(real_t p_tx, real_t p_ty);
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2022-07-16 09:47:54 +00:00
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void translate_local(const Vector2 &p_translation);
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2018-08-11 04:40:44 +00:00
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2023-04-21 06:21:59 +00:00
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real_t determinant() const;
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2018-08-11 04:40:44 +00:00
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Size2 get_scale() const;
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2019-04-19 18:54:33 +00:00
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void set_scale(const Size2 &p_scale);
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2018-08-11 04:40:44 +00:00
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2022-04-24 21:59:24 +00:00
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_FORCE_INLINE_ const Vector2 &get_origin() const { return columns[2]; }
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_FORCE_INLINE_ void set_origin(const Vector2 &p_origin) { columns[2] = p_origin; }
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2018-08-11 04:40:44 +00:00
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2022-07-30 10:17:33 +00:00
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Transform2D scaled(const Size2 &p_scale) const;
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Transform2D scaled_local(const Size2 &p_scale) const;
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Transform2D translated(const Vector2 &p_offset) const;
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2022-07-16 09:47:54 +00:00
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Transform2D translated_local(const Vector2 &p_offset) const;
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2024-02-17 22:24:59 +00:00
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Transform2D rotated(real_t p_angle) const;
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Transform2D rotated_local(real_t p_angle) const;
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2018-08-11 04:40:44 +00:00
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Transform2D untranslated() const;
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void orthonormalize();
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Transform2D orthonormalized() const;
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2023-09-07 14:43:22 +00:00
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bool is_conformal() const;
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2019-10-14 20:33:45 +00:00
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bool is_equal_approx(const Transform2D &p_transform) const;
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2022-08-11 08:12:27 +00:00
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bool is_finite() const;
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2018-08-11 04:40:44 +00:00
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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 18:02:24 +00:00
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Transform2D looking_at(const Vector2 &p_target) const;
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2018-08-11 04:40:44 +00:00
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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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2024-02-17 22:24:59 +00:00
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void operator*=(real_t p_val);
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Transform2D operator*(real_t p_val) const;
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void operator/=(real_t p_val);
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Transform2D operator/(real_t p_val) const;
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2018-08-11 04:40:44 +00:00
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2024-02-17 22:24:59 +00:00
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Transform2D interpolate_with(const Transform2D &p_transform, real_t p_c) const;
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2018-08-11 04:40:44 +00:00
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_FORCE_INLINE_ Vector2 basis_xform(const Vector2 &p_vec) const;
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_FORCE_INLINE_ Vector2 basis_xform_inv(const Vector2 &p_vec) const;
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_FORCE_INLINE_ Vector2 xform(const Vector2 &p_vec) const;
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_FORCE_INLINE_ Vector2 xform_inv(const Vector2 &p_vec) const;
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_FORCE_INLINE_ Rect2 xform(const Rect2 &p_rect) const;
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_FORCE_INLINE_ Rect2 xform_inv(const Rect2 &p_rect) const;
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2020-02-17 21:06:54 +00:00
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_FORCE_INLINE_ Vector<Vector2> xform(const Vector<Vector2> &p_array) const;
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_FORCE_INLINE_ Vector<Vector2> xform_inv(const Vector<Vector2> &p_array) const;
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2018-08-11 04:40:44 +00:00
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operator String() const;
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2024-02-17 22:24:59 +00:00
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Transform2D(real_t p_xx, real_t p_xy, real_t p_yx, real_t p_yy, real_t p_ox, real_t p_oy) {
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columns[0][0] = p_xx;
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columns[0][1] = p_xy;
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columns[1][0] = p_yx;
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columns[1][1] = p_yy;
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columns[2][0] = p_ox;
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columns[2][1] = p_oy;
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2018-08-11 04:40:44 +00:00
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}
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2020-11-09 03:19:09 +00:00
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Transform2D(const Vector2 &p_x, const Vector2 &p_y, const Vector2 &p_origin) {
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2022-04-24 21:59:24 +00:00
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columns[0] = p_x;
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columns[1] = p_y;
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columns[2] = p_origin;
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2020-11-09 03:19:09 +00:00
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}
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2024-02-17 22:24:59 +00:00
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Transform2D(real_t p_rot, const Vector2 &p_pos);
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2021-09-02 09:36:19 +00:00
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2024-02-17 22:24:59 +00:00
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Transform2D(real_t p_rot, const Size2 &p_scale, real_t p_skew, const Vector2 &p_pos);
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2021-09-02 09:36:19 +00:00
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2018-08-11 04:40:44 +00:00
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Transform2D() {
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2022-04-24 21:59:24 +00:00
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columns[0][0] = 1.0;
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columns[1][1] = 1.0;
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2018-08-11 04:40:44 +00:00
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}
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};
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Vector2 Transform2D::basis_xform(const Vector2 &p_vec) const {
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return Vector2(
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tdotx(p_vec),
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tdoty(p_vec));
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}
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Vector2 Transform2D::basis_xform_inv(const Vector2 &p_vec) const {
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return Vector2(
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2022-04-24 21:59:24 +00:00
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columns[0].dot(p_vec),
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columns[1].dot(p_vec));
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2018-08-11 04:40:44 +00:00
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}
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Vector2 Transform2D::xform(const Vector2 &p_vec) const {
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return Vector2(
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tdotx(p_vec),
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tdoty(p_vec)) +
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2022-04-24 21:59:24 +00:00
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columns[2];
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2018-08-11 04:40:44 +00:00
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}
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2020-05-14 12:29:06 +00:00
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2018-08-11 04:40:44 +00:00
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Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
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2022-04-24 21:59:24 +00:00
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Vector2 v = p_vec - columns[2];
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2018-08-11 04:40:44 +00:00
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return Vector2(
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columns[0].dot(v),
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columns[1].dot(v));
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2018-08-11 04:40:44 +00:00
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}
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2020-05-14 12:29:06 +00:00
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2018-08-11 04:40:44 +00:00
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Rect2 Transform2D::xform(const Rect2 &p_rect) const {
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2022-04-24 21:59:24 +00:00
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Vector2 x = columns[0] * p_rect.size.x;
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Vector2 y = columns[1] * p_rect.size.y;
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2018-08-11 04:40:44 +00:00
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Vector2 pos = xform(p_rect.position);
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Rect2 new_rect;
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new_rect.position = pos;
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new_rect.expand_to(pos + x);
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new_rect.expand_to(pos + y);
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new_rect.expand_to(pos + x + y);
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return new_rect;
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}
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2024-02-17 22:24:59 +00:00
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void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
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columns[0][0] = Math::cos(p_rot) * p_scale.x;
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columns[1][1] = Math::cos(p_rot) * p_scale.y;
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columns[1][0] = -Math::sin(p_rot) * p_scale.y;
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columns[0][1] = Math::sin(p_rot) * p_scale.x;
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2018-08-11 04:40:44 +00:00
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}
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2024-02-17 22:24:59 +00:00
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void Transform2D::set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, real_t p_skew) {
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2022-04-24 21:59:24 +00:00
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columns[0][0] = Math::cos(p_rot) * p_scale.x;
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columns[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;
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columns[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y;
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columns[0][1] = Math::sin(p_rot) * p_scale.x;
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2020-05-01 16:38:04 +00:00
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}
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2018-08-11 04:40:44 +00:00
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Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {
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Vector2 ends[4] = {
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xform_inv(p_rect.position),
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xform_inv(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)),
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xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)),
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xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y))
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};
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Rect2 new_rect;
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new_rect.position = ends[0];
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new_rect.expand_to(ends[1]);
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new_rect.expand_to(ends[2]);
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new_rect.expand_to(ends[3]);
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return new_rect;
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}
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2020-02-17 21:06:54 +00:00
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Vector<Vector2> Transform2D::xform(const Vector<Vector2> &p_array) const {
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Vector<Vector2> array;
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2019-08-29 10:20:10 +00:00
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array.resize(p_array.size());
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2020-02-17 21:06:54 +00:00
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const Vector2 *r = p_array.ptr();
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Vector2 *w = array.ptrw();
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2019-08-29 10:20:10 +00:00
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for (int i = 0; i < p_array.size(); ++i) {
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w[i] = xform(r[i]);
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}
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return array;
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}
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2020-02-17 21:06:54 +00:00
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Vector<Vector2> Transform2D::xform_inv(const Vector<Vector2> &p_array) const {
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Vector<Vector2> array;
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2019-08-29 10:20:10 +00:00
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array.resize(p_array.size());
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2020-02-17 21:06:54 +00:00
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const Vector2 *r = p_array.ptr();
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Vector2 *w = array.ptrw();
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2019-08-29 10:20:10 +00:00
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for (int i = 0; i < p_array.size(); ++i) {
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w[i] = xform_inv(r[i]);
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}
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return array;
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}
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2018-08-11 04:40:44 +00:00
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#endif // TRANSFORM_2D_H
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