Implement Skew in Node2D
Skew is x-axis only, because it must be bidirectionally convertible to a 2x3 matrix, but you can subtract it to the rotation to get the effect on y-axis
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@ -70,6 +70,18 @@ void Transform2D::rotate(real_t p_phi) {
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*this = Transform2D(p_phi, Vector2()) * (*this);
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}
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real_t Transform2D::get_skew() const {
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real_t det = basis_determinant();
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return Math::acos(elements[0].normalized().dot(SGN(det) * elements[1].normalized())) - Math_PI * 0.5;
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}
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void Transform2D::set_skew(float p_angle) {
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real_t det = basis_determinant();
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elements[1] = SGN(det) * elements[0].rotated((Math_PI * 0.5 + p_angle)).normalized() * elements[1].length();
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}
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real_t Transform2D::get_rotation() const {
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real_t det = basis_determinant();
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Transform2D m = orthonormalized();
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@ -70,7 +70,10 @@ struct Transform2D {
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void set_rotation(real_t p_rot);
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real_t get_rotation() const;
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real_t get_skew() const;
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void set_skew(float 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, float p_skew);
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void rotate(real_t p_phi);
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void scale(const Size2 &p_scale);
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@ -184,6 +187,14 @@ void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
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elements[0][1] = Math::sin(p_rot) * p_scale.x;
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}
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void Transform2D::set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, float p_skew) {
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elements[0][0] = Math::cos(p_rot) * p_scale.x;
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elements[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;
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elements[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y;
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elements[0][1] = Math::sin(p_rot) * p_scale.x;
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}
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Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {
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Vector2 ends[4] = {
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@ -42,6 +42,7 @@ Dictionary Node2D::_edit_get_state() const {
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state["position"] = get_position();
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state["rotation"] = get_rotation();
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state["scale"] = get_scale();
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state["skew"] = get_skew();
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return state;
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}
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@ -51,11 +52,14 @@ void Node2D::_edit_set_state(const Dictionary &p_state) {
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pos = p_state["position"];
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angle = p_state["rotation"];
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_scale = p_state["scale"];
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skew = p_state["skew"];
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_update_transform();
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_change_notify("rotation");
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_change_notify("rotation_degrees");
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_change_notify("scale");
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_change_notify("skew");
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_change_notify("skew_degrees");
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_change_notify("position");
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}
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@ -111,7 +115,7 @@ void Node2D::_edit_set_rect(const Rect2 &p_edit_rect) {
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Point2 new_pos = p_edit_rect.position + p_edit_rect.size * zero_offset;
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Transform2D postxf;
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postxf.set_rotation_and_scale(angle, _scale);
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postxf.set_rotation_scale_and_skew(angle, _scale, skew);
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new_pos = postxf.xform(new_pos);
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pos += new_pos;
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@ -128,12 +132,13 @@ void Node2D::_update_xform_values() {
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pos = _mat.elements[2];
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angle = _mat.get_rotation();
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_scale = _mat.get_scale();
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skew = _mat.get_skew();
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_xform_dirty = false;
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}
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void Node2D::_update_transform() {
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_mat.set_rotation_and_scale(angle, _scale);
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_mat.set_rotation_scale_and_skew(angle, _scale, skew);
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_mat.elements[2] = pos;
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RenderingServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), _mat);
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@ -163,11 +168,26 @@ void Node2D::set_rotation(float p_radians) {
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_change_notify("rotation_degrees");
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}
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void Node2D::set_skew(float p_radians) {
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if (_xform_dirty)
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((Node2D *)this)->_update_xform_values();
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skew = p_radians;
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_update_transform();
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_change_notify("skew");
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_change_notify("skew_degrees");
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}
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void Node2D::set_rotation_degrees(float p_degrees) {
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set_rotation(Math::deg2rad(p_degrees));
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}
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void Node2D::set_skew_degrees(float p_degrees) {
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set_skew(Math::deg2rad(p_degrees));
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}
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void Node2D::set_scale(const Size2 &p_scale) {
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if (_xform_dirty)
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@ -196,11 +216,22 @@ float Node2D::get_rotation() const {
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return angle;
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}
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float Node2D::get_skew() const {
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if (_xform_dirty)
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((Node2D *)this)->_update_xform_values();
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return skew;
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}
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float Node2D::get_rotation_degrees() const {
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return Math::rad2deg(get_rotation());
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}
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float Node2D::get_skew_degrees() const {
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return Math::rad2deg(get_skew());
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}
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Size2 Node2D::get_scale() const {
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if (_xform_dirty)
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((Node2D *)this)->_update_xform_values();
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@ -398,11 +429,15 @@ void Node2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_position", "position"), &Node2D::set_position);
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ClassDB::bind_method(D_METHOD("set_rotation", "radians"), &Node2D::set_rotation);
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ClassDB::bind_method(D_METHOD("set_rotation_degrees", "degrees"), &Node2D::set_rotation_degrees);
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ClassDB::bind_method(D_METHOD("set_skew", "radians"), &Node2D::set_skew);
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ClassDB::bind_method(D_METHOD("set_skew_degrees", "degrees"), &Node2D::set_skew_degrees);
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ClassDB::bind_method(D_METHOD("set_scale", "scale"), &Node2D::set_scale);
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ClassDB::bind_method(D_METHOD("get_position"), &Node2D::get_position);
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ClassDB::bind_method(D_METHOD("get_rotation"), &Node2D::get_rotation);
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ClassDB::bind_method(D_METHOD("get_rotation_degrees"), &Node2D::get_rotation_degrees);
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ClassDB::bind_method(D_METHOD("get_skew"), &Node2D::get_skew);
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ClassDB::bind_method(D_METHOD("get_skew_degrees"), &Node2D::get_skew_degrees);
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ClassDB::bind_method(D_METHOD("get_scale"), &Node2D::get_scale);
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ClassDB::bind_method(D_METHOD("rotate", "radians"), &Node2D::rotate);
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@ -443,6 +478,8 @@ void Node2D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_rotation", "get_rotation");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rotation_degrees", PROPERTY_HINT_RANGE, "-360,360,0.1,or_lesser,or_greater", PROPERTY_USAGE_EDITOR), "set_rotation_degrees", "get_rotation_degrees");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "scale"), "set_scale", "get_scale");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "skew", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_skew", "get_skew");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "skew_degrees", PROPERTY_HINT_RANGE, "-89.9,89.9,0.1", PROPERTY_USAGE_EDITOR), "set_skew_degrees", "get_skew_degrees");
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform", PROPERTY_HINT_NONE, "", 0), "set_transform", "get_transform");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "global_position", PROPERTY_HINT_NONE, "", 0), "set_global_position", "get_global_position");
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@ -460,6 +497,7 @@ Node2D::Node2D() {
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angle = 0;
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_scale = Vector2(1, 1);
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skew = 0;
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_xform_dirty = false;
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z_index = 0;
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z_relative = true;
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@ -40,6 +40,7 @@ class Node2D : public CanvasItem {
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Point2 pos;
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float angle;
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Size2 _scale;
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float skew;
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int z_index;
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bool z_relative;
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@ -75,6 +76,8 @@ public:
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void set_position(const Point2 &p_pos);
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void set_rotation(float p_radians);
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void set_rotation_degrees(float p_degrees);
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void set_skew(float p_radians);
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void set_skew_degrees(float p_radians);
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void set_scale(const Size2 &p_scale);
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void rotate(float p_radians);
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@ -86,7 +89,9 @@ public:
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Point2 get_position() const;
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float get_rotation() const;
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float get_skew() const;
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float get_rotation_degrees() const;
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float get_skew_degrees() const;
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Size2 get_scale() const;
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Point2 get_global_position() const;
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