C#, replace the current Xform method with a * operator.
This commit is contained in:
parent
ddfaf20f62
commit
0263a87c8b
|
@ -355,6 +355,7 @@ namespace Godot
|
|||
/// </summary>
|
||||
/// <param name="v">A vector to transform.</param>
|
||||
/// <returns>The transformed vector.</returns>
|
||||
[Obsolete("Xform is deprecated. Use the multiplication operator (Transform2D * Vector2) instead.")]
|
||||
public Vector2 Xform(Vector2 v)
|
||||
{
|
||||
return new Vector2(Tdotx(v), Tdoty(v)) + origin;
|
||||
|
@ -365,6 +366,7 @@ namespace Godot
|
|||
/// </summary>
|
||||
/// <param name="v">A vector to inversely transform.</param>
|
||||
/// <returns>The inversely transformed vector.</returns>
|
||||
[Obsolete("XformInv is deprecated. Use the multiplication operator (Vector2 * Transform2D) instead.")]
|
||||
public Vector2 XformInv(Vector2 v)
|
||||
{
|
||||
Vector2 vInv = v - origin;
|
||||
|
@ -439,7 +441,7 @@ 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);
|
||||
|
@ -454,6 +456,96 @@ namespace Godot
|
|||
return left;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a Vector2 transformed (multiplied) by transformation matrix.
|
||||
/// </summary>
|
||||
/// <param name="transform">The transformation to apply.</param>
|
||||
/// <param name="vector">A Vector2 to transform.</param>
|
||||
/// <returns>The transformed Vector2.</returns>
|
||||
public static Vector2 operator *(Transform2D transform, Vector2 vector)
|
||||
{
|
||||
return new Vector2(transform.Tdotx(vector), transform.Tdoty(vector)) + transform.origin;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a Vector2 transformed (multiplied) by the inverse transformation matrix.
|
||||
/// </summary>
|
||||
/// <param name="vector">A vector to inversely transform.</param>
|
||||
/// <param name="transform">The transformation to apply.</param>
|
||||
/// <returns>The inversely transformed Vector2.</returns>
|
||||
public static Vector2 operator *(Vector2 vector, Transform2D transform)
|
||||
{
|
||||
Vector2 vInv = vector - transform.origin;
|
||||
return new Vector2(transform.x.Dot(vInv), transform.y.Dot(vInv));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a Rect2 transformed (multiplied) by transformation matrix.
|
||||
/// </summary>
|
||||
/// <param name="transform">The transformation to apply.</param>
|
||||
/// <param name="rect">A Rect2 to transform.</param>
|
||||
/// <returns>The transformed Rect2.</returns>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a Rect2 transformed (multiplied) by the inverse transformation matrix.
|
||||
/// </summary>
|
||||
/// <param name="rect">A Rect2 to inversely transform.</param>
|
||||
/// <param name="transform">The transformation to apply.</param>
|
||||
/// <returns>The inversely transformed Rect2.</returns>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a copy of the given Vector2[] transformed (multiplied) by transformation matrix.
|
||||
/// </summary>
|
||||
/// <param name="transform">The transformation to apply.</param>
|
||||
/// <param name="array">a Vector2[] to transform.</param>
|
||||
/// <returns>The transformed copy of the Vector2[].</returns>
|
||||
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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a copy of the given Vector2[] transformed (multiplied) by the inverse transformation matrix.
|
||||
/// </summary>
|
||||
/// <param name="array">A Vector2[] to inversely transform.</param>
|
||||
/// <param name="transform">The transformation to apply.</param>
|
||||
/// <returns>The inversely transformed copy of the Vector2[].</returns>
|
||||
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);
|
||||
|
|
Loading…
Reference in New Issue