2017-09-12 20:42:36 +00:00
<?xml version="1.0" encoding="UTF-8" ?>
2023-07-06 08:08:05 +00:00
<class name= "Transform2D" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
2017-09-12 20:42:36 +00:00
<brief_description >
2023-04-27 23:35:33 +00:00
A 2× 3 matrix representing a 2D transformation.
2017-09-12 20:42:36 +00:00
</brief_description>
<description >
2023-04-27 23:35:33 +00:00
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].
2023-12-31 13:04:38 +00:00
For a general introduction, see the [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] tutorial.
2017-09-12 20:42:36 +00:00
</description>
<tutorials >
2021-11-15 09:43:07 +00:00
<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>
2024-03-25 01:20:59 +00:00
<link title= "Matrix Transform Demo" > https://godotengine.org/asset-library/asset/2787</link>
<link title= "2.5D Game Demo" > https://godotengine.org/asset-library/asset/2783</link>
2017-09-12 20:42:36 +00:00
</tutorials>
2021-09-21 02:49:02 +00:00
<constructors >
<constructor name= "Transform2D" >
2021-07-30 13:28:05 +00:00
<return type= "Transform2D" />
2020-11-09 16:46:03 +00:00
<description >
2020-05-03 08:27:36 +00:00
Constructs a default-initialized [Transform2D] set to [constant IDENTITY].
2020-11-09 16:46:03 +00:00
</description>
2021-09-21 02:49:02 +00:00
</constructor>
<constructor name= "Transform2D" >
2021-07-30 13:28:05 +00:00
<return type= "Transform2D" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "from" type= "Transform2D" />
2020-11-09 16:46:03 +00:00
<description >
Constructs a [Transform2D] as a copy of the given [Transform2D].
</description>
2021-09-21 02:49:02 +00:00
</constructor>
<constructor name= "Transform2D" >
2021-07-30 13:28:05 +00:00
<return type= "Transform2D" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "rotation" type= "float" />
<param index= "1" name= "position" type= "Vector2" />
2017-09-12 20:42:36 +00:00
<description >
2020-11-04 14:38:26 +00:00
Constructs the transform from a given angle (in radians) and position.
2017-09-12 20:42:36 +00:00
</description>
2021-09-21 02:49:02 +00:00
</constructor>
<constructor name= "Transform2D" >
2021-09-02 09:36:19 +00:00
<return type= "Transform2D" />
2022-08-06 18:11:48 +00:00
<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" />
2021-09-02 09:36:19 +00:00
<description >
Constructs the transform from a given angle (in radians), scale, skew (in radians) and position.
</description>
2021-09-21 02:49:02 +00:00
</constructor>
<constructor name= "Transform2D" >
2021-07-30 13:28:05 +00:00
<return type= "Transform2D" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "x_axis" type= "Vector2" />
<param index= "1" name= "y_axis" type= "Vector2" />
<param index= "2" name= "origin" type= "Vector2" />
2017-09-12 20:42:36 +00:00
<description >
2020-07-21 18:07:00 +00:00
Constructs the transform from 3 [Vector2] values representing [member x], [member y], and the [member origin] (the three column vectors).
2017-09-12 20:42:36 +00:00
</description>
2021-09-21 02:49:02 +00:00
</constructor>
</constructors>
<methods >
2021-03-18 13:44:42 +00:00
<method name= "affine_inverse" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "Transform2D" />
2017-09-12 20:42:36 +00:00
<description >
2023-10-16 19:26:25 +00:00
Returns the inverse of the transform, under the assumption that the basis is invertible (must have non-zero determinant).
2017-09-12 20:42:36 +00:00
</description>
</method>
2021-03-18 13:44:42 +00:00
<method name= "basis_xform" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "Vector2" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "v" type= "Vector2" />
2017-09-12 20:42:36 +00:00
<description >
2020-07-21 18:07:00 +00:00
Returns a vector transformed (multiplied) by the basis matrix.
2023-10-17 17:40:54 +00:00
This method does not account for translation (the [member origin] vector).
2017-09-12 20:42:36 +00:00
</description>
</method>
2021-03-18 13:44:42 +00:00
<method name= "basis_xform_inv" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "Vector2" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "v" type= "Vector2" />
2017-09-12 20:42:36 +00:00
<description >
2023-10-16 19:26:25 +00:00
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).
2023-10-17 17:40:54 +00:00
This method does not account for translation (the [member origin] vector).
2023-10-16 19:26:25 +00:00
[code]transform.basis_xform_inv(vector)[/code] is equivalent to [code]transform.inverse().basis_xform(vector)[/code]. See [method inverse].
2023-10-17 17:40:54 +00:00
For non-orthonormal transforms (e.g. with scaling) [code]transform.affine_inverse().basis_xform(vector)[/code] can be used instead. See [method affine_inverse].
2017-09-12 20:42:36 +00:00
</description>
</method>
2023-04-21 06:21:59 +00:00
<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>
2021-03-18 13:44:42 +00:00
<method name= "get_origin" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "Vector2" />
2017-09-12 20:42:36 +00:00
<description >
2017-12-24 21:12:07 +00:00
Returns the transform's origin (translation).
2017-09-12 20:42:36 +00:00
</description>
</method>
2021-03-18 13:44:42 +00:00
<method name= "get_rotation" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "float" />
2017-09-12 20:42:36 +00:00
<description >
2017-12-24 21:12:07 +00:00
Returns the transform's rotation (in radians).
2017-09-12 20:42:36 +00:00
</description>
</method>
2021-03-18 13:44:42 +00:00
<method name= "get_scale" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "Vector2" />
2017-09-12 20:42:36 +00:00
<description >
2017-09-14 05:42:21 +00:00
Returns the scale.
2017-09-12 20:42:36 +00:00
</description>
</method>
2021-09-02 09:36:19 +00:00
<method name= "get_skew" qualifiers= "const" >
<return type= "float" />
<description >
Returns the transform's skew (in radians).
</description>
</method>
2021-03-18 13:44:42 +00:00
<method name= "interpolate_with" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "Transform2D" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "xform" type= "Transform2D" />
<param index= "1" name= "weight" type= "float" />
2017-09-12 20:42:36 +00:00
<description >
2022-08-09 15:19:47 +00:00
Returns a transform interpolated between this transform and another by a given [param weight] (on the range of 0.0 to 1.0).
2017-09-12 20:42:36 +00:00
</description>
</method>
2021-03-18 13:44:42 +00:00
<method name= "inverse" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "Transform2D" />
2017-09-12 20:42:36 +00:00
<description >
2023-10-16 19:26:25 +00:00
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).
2017-09-12 20:42:36 +00:00
</description>
</method>
2023-09-07 14:43:22 +00:00
<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>
2021-03-18 13:44:42 +00:00
<method name= "is_equal_approx" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "bool" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "xform" type= "Transform2D" />
2019-11-08 07:33:48 +00:00
<description >
2023-10-02 18:11:43 +00:00
Returns [code]true[/code] if this transform and [param xform] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
2019-11-08 07:33:48 +00:00
</description>
</method>
2022-08-11 08:12:27 +00:00
<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.
2020-08-03 18:02:24 +00:00
<method name= "looking_at" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "Transform2D" />
2022-08-06 18:11:48 +00:00
<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 18:02:24 +00:00
<description >
2023-03-08 22:49:37 +00:00
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.
2020-08-03 18:02:24 +00:00
Operations take place in global space.
</description>
</method>
2021-03-18 13:44:42 +00:00
<method name= "orthonormalized" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "Transform2D" />
2017-09-12 20:42:36 +00:00
<description >
2020-07-21 18:07:00 +00:00
Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1).
2017-09-12 20:42:36 +00:00
</description>
</method>
2021-03-18 13:44:42 +00:00
<method name= "rotated" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "Transform2D" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "angle" type= "float" />
2017-09-12 20:42:36 +00:00
<description >
2022-08-09 15:19:47 +00:00
Returns a copy of the transform rotated by the given [param angle] (in radians).
2023-03-16 05:56:09 +00:00
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].
2022-07-30 10:17:33 +00:00
This can be seen as transforming with respect to the global/parent frame.
</description>
</method>
<method name= "rotated_local" qualifiers= "const" >
<return type= "Transform2D" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "angle" type= "float" />
2022-07-30 10:17:33 +00:00
<description >
2022-08-09 15:19:47 +00:00
Returns a copy of the transform rotated by the given [param angle] (in radians).
2023-03-16 05:56:09 +00:00
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].
2022-07-30 10:17:33 +00:00
This can be seen as transforming with respect to the local frame.
2017-09-12 20:42:36 +00:00
</description>
</method>
2021-03-18 13:44:42 +00:00
<method name= "scaled" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "Transform2D" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "scale" type= "Vector2" />
2017-09-12 20:42:36 +00:00
<description >
2022-08-09 15:19:47 +00:00
Returns a copy of the transform scaled by the given [param scale] factor.
2023-03-16 05:56:09 +00:00
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].
2022-07-30 10:17:33 +00:00
This can be seen as transforming with respect to the global/parent frame.
</description>
</method>
<method name= "scaled_local" qualifiers= "const" >
<return type= "Transform2D" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "scale" type= "Vector2" />
2022-07-30 10:17:33 +00:00
<description >
2022-08-09 15:19:47 +00:00
Returns a copy of the transform scaled by the given [param scale] factor.
2023-03-16 05:56:09 +00:00
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].
2022-07-30 10:17:33 +00:00
This can be seen as transforming with respect to the local frame.
2017-09-12 20:42:36 +00:00
</description>
</method>
2022-07-30 10:17:33 +00:00
<method name= "translated" qualifiers= "const" >
<return type= "Transform2D" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "offset" type= "Vector2" />
2022-07-30 10:17:33 +00:00
<description >
2022-08-09 15:19:47 +00:00
Returns a copy of the transform translated by the given [param offset].
2023-03-16 05:56:09 +00:00
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].
2022-07-30 10:17:33 +00:00
This can be seen as transforming with respect to the global/parent frame.
</description>
</method>
2022-07-16 09:47:54 +00:00
<method name= "translated_local" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "Transform2D" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "offset" type= "Vector2" />
2017-09-12 20:42:36 +00:00
<description >
2022-08-09 15:19:47 +00:00
Returns a copy of the transform translated by the given [param offset].
2023-03-16 05:56:09 +00:00
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].
2022-07-30 10:17:33 +00:00
This can be seen as transforming with respect to the local frame.
2017-09-12 20:42:36 +00:00
</description>
</method>
</methods>
<members >
2019-09-24 17:45:03 +00:00
<member name= "origin" type= "Vector2" setter= "" getter= "" default= "Vector2(0, 0)" >
2020-07-21 18:07:00 +00:00
The origin vector (column 2, the third column). Equivalent to array index [code]2[/code]. The origin vector represents translation.
2017-09-12 20:42:36 +00:00
</member>
2019-09-24 17:45:03 +00:00
<member name= "x" type= "Vector2" setter= "" getter= "" default= "Vector2(1, 0)" >
2020-07-21 18:07:00 +00:00
The basis matrix's X vector (column 0). Equivalent to array index [code]0[/code].
2017-09-12 20:42:36 +00:00
</member>
2019-09-24 17:45:03 +00:00
<member name= "y" type= "Vector2" setter= "" getter= "" default= "Vector2(0, 1)" >
2020-07-21 18:07:00 +00:00
The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/code].
2017-09-12 20:42:36 +00:00
</member>
</members>
<constants >
2019-09-24 17:45:03 +00:00
<constant name= "IDENTITY" value= "Transform2D(1, 0, 0, 1, 0, 0)" >
2020-07-21 18:07:00 +00:00
The identity [Transform2D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation.
2018-08-20 22:35:30 +00:00
</constant>
2019-09-24 17:45:03 +00:00
<constant name= "FLIP_X" value= "Transform2D(-1, 0, 0, 1, 0, 0)" >
2020-07-21 18:07:00 +00:00
The [Transform2D] that will flip something along the X axis.
2018-08-20 22:35:30 +00:00
</constant>
2019-09-24 17:45:03 +00:00
<constant name= "FLIP_Y" value= "Transform2D(1, 0, 0, -1, 0, 0)" >
2020-07-21 18:07:00 +00:00
The [Transform2D] that will flip something along the Y axis.
2018-08-20 22:35:30 +00:00
</constant>
2017-09-12 20:42:36 +00:00
</constants>
2021-09-21 02:49:02 +00:00
<operators >
<operator name= "operator !=" >
<return type= "bool" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "right" type= "Transform2D" />
2021-09-21 02:49:02 +00:00
<description >
2021-11-04 15:58:20 +00:00
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.
2021-09-21 02:49:02 +00:00
</description>
</operator>
<operator name= "operator *" >
<return type= "PackedVector2Array" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "right" type= "PackedVector2Array" />
2021-09-21 02:49:02 +00:00
<description >
2021-11-04 15:58:20 +00:00
Transforms (multiplies) each element of the [Vector2] array by the given [Transform2D] matrix.
2021-09-21 02:49:02 +00:00
</description>
</operator>
<operator name= "operator *" >
2021-11-28 08:48:57 +00:00
<return type= "Rect2" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "right" type= "Rect2" />
2021-09-21 02:49:02 +00:00
<description >
2021-11-28 08:48:57 +00:00
Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix.
2021-09-21 02:49:02 +00:00
</description>
</operator>
<operator name= "operator *" >
2021-11-28 08:48:57 +00:00
<return type= "Transform2D" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "right" type= "Transform2D" />
2021-09-21 02:49:02 +00:00
<description >
2021-11-28 08:48:57 +00:00
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).
2021-09-21 02:49:02 +00:00
</description>
</operator>
<operator name= "operator *" >
<return type= "Vector2" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "right" type= "Vector2" />
2021-09-21 02:49:02 +00:00
<description >
2021-11-04 15:58:20 +00:00
Transforms (multiplies) the [Vector2] by the given [Transform2D] matrix.
2021-09-21 02:49:02 +00:00
</description>
</operator>
<operator name= "operator *" >
<return type= "Transform2D" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "right" type= "float" />
2021-09-21 02:49:02 +00:00
<description >
2023-10-17 17:40:54 +00:00
This operator multiplies all components of the [Transform2D], including the [member origin] vector, which scales it uniformly.
2021-09-21 02:49:02 +00:00
</description>
</operator>
<operator name= "operator *" >
<return type= "Transform2D" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "right" type= "int" />
2021-09-21 02:49:02 +00:00
<description >
2023-10-17 17:40:54 +00:00
This operator multiplies all components of the [Transform2D], including the [member origin] vector, which scales it uniformly.
2021-09-21 02:49:02 +00:00
</description>
</operator>
2023-12-20 16:42:39 +00:00
<operator name= "operator /" >
<return type= "Transform2D" />
<param index= "0" name= "right" type= "float" />
<description >
This operator divides all components of the [Transform2D], including the [member origin] vector, which inversely scales it uniformly.
</description>
</operator>
<operator name= "operator /" >
<return type= "Transform2D" />
<param index= "0" name= "right" type= "int" />
<description >
This operator divides all components of the [Transform2D], including the [member origin] vector, which inversely scales it uniformly.
</description>
</operator>
2021-09-21 02:49:02 +00:00
<operator name= "operator ==" >
<return type= "bool" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "right" type= "Transform2D" />
2021-09-21 02:49:02 +00:00
<description >
2021-11-04 15:58:20 +00:00
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.
2021-09-21 02:49:02 +00:00
</description>
</operator>
<operator name= "operator []" >
<return type= "Vector2" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "index" type= "int" />
2021-09-21 02:49:02 +00:00
<description >
2021-11-04 15:58:20 +00:00
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].
2021-09-21 02:49:02 +00:00
</description>
</operator>
</operators>
2017-09-12 20:42:36 +00:00
</class>