199 lines
6.9 KiB
XML
199 lines
6.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Transform2D" version="4.0">
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<brief_description>
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2D transformation (2×3 matrix).
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</brief_description>
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<description>
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2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of a three [Vector2] values: [member x], [member y], and the [member origin].
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For more information, read the "Matrices and transforms" documentation article.
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</description>
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<tutorials>
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<link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link>
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</tutorials>
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<methods>
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<method name="Transform2D">
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<return type="Transform2D">
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</return>
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<argument index="0" name="from" type="Transform">
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</argument>
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<description>
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Constructs the transform from a 3D [Transform].
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</description>
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</method>
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<method name="Transform2D">
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<return type="Transform2D">
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</return>
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<argument index="0" name="x_axis" type="Vector2">
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</argument>
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<argument index="1" name="y_axis" type="Vector2">
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</argument>
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<argument index="2" name="origin" type="Vector2">
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</argument>
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<description>
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Constructs the transform from 3 [Vector2] values representing [member x], [member y], and the [member origin] (the three column vectors).
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</description>
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</method>
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<method name="Transform2D">
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<return type="Transform2D">
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</return>
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<argument index="0" name="rotation" type="float">
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</argument>
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<argument index="1" name="position" type="Vector2">
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</argument>
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<description>
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Constructs the transform from a given angle (in radians) and position.
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</description>
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</method>
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<method name="affine_inverse">
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<return type="Transform2D">
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</return>
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<description>
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Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation.
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</description>
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</method>
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<method name="basis_xform">
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<return type="Vector2">
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</return>
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<argument index="0" name="v" type="Vector2">
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</argument>
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<description>
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Returns a vector transformed (multiplied) by the basis matrix.
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This method does not account for translation (the origin vector).
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</description>
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</method>
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<method name="basis_xform_inv">
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<return type="Vector2">
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</return>
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<argument index="0" name="v" type="Vector2">
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</argument>
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<description>
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Returns a vector transformed (multiplied) by the inverse basis matrix.
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This method does not account for translation (the origin vector).
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</description>
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</method>
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<method name="get_origin">
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<return type="Vector2">
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</return>
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<description>
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Returns the transform's origin (translation).
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</description>
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</method>
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<method name="get_rotation">
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<return type="float">
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</return>
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<description>
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Returns the transform's rotation (in radians).
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</description>
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</method>
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<method name="get_scale">
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<return type="Vector2">
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</return>
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<description>
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Returns the scale.
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</description>
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</method>
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<method name="interpolate_with">
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<return type="Transform2D">
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</return>
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<argument index="0" name="transform" type="Transform2D">
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</argument>
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<argument index="1" name="weight" type="float">
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</argument>
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<description>
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Returns a transform interpolated between this transform and another by a given weight (on the range of 0.0 to 1.0).
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</description>
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</method>
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<method name="inverse">
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<return type="Transform2D">
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</return>
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<description>
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Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use [method affine_inverse] for transforms with scaling).
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</description>
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</method>
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<method name="is_equal_approx">
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<return type="bool">
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</return>
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<argument index="0" name="transform" type="Transform2D">
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</argument>
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<description>
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Returns [code]true[/code] if this transform and [code]transform[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component.
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</description>
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</method>
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<method name="orthonormalized">
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<return type="Transform2D">
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</return>
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<description>
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Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1).
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</description>
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</method>
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<method name="rotated">
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<return type="Transform2D">
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</return>
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<argument index="0" name="phi" type="float">
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</argument>
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<description>
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Rotates the transform by the given angle (in radians), using matrix multiplication.
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</description>
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</method>
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<method name="scaled">
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<return type="Transform2D">
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</return>
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<argument index="0" name="scale" type="Vector2">
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</argument>
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<description>
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Scales the transform by the given scale factor, using matrix multiplication.
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</description>
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</method>
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<method name="translated">
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<return type="Transform2D">
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</return>
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<argument index="0" name="offset" type="Vector2">
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</argument>
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<description>
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Translates the transform by the given offset, relative to the transform's basis vectors.
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Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
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</description>
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</method>
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<method name="xform">
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<return type="Variant">
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</return>
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<argument index="0" name="v" type="Variant">
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</argument>
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<description>
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Transforms the given [Vector2], [Rect2], or [PackedVector2Array] by this transform.
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</description>
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</method>
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<method name="xform_inv">
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<return type="Variant">
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</return>
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<argument index="0" name="v" type="Variant">
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</argument>
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<description>
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Inverse-transforms the given [Vector2], [Rect2], or [PackedVector2Array] by this transform.
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</description>
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</method>
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</methods>
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<members>
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<member name="origin" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )">
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The origin vector (column 2, the third column). Equivalent to array index [code]2[/code]. The origin vector represents translation.
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</member>
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<member name="x" type="Vector2" setter="" getter="" default="Vector2( 1, 0 )">
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The basis matrix's X vector (column 0). Equivalent to array index [code]0[/code].
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</member>
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<member name="y" type="Vector2" setter="" getter="" default="Vector2( 0, 1 )">
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The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/code].
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</member>
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</members>
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<constants>
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<constant name="IDENTITY" value="Transform2D( 1, 0, 0, 1, 0, 0 )">
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The identity [Transform2D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation.
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</constant>
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<constant name="FLIP_X" value="Transform2D( -1, 0, 0, 1, 0, 0 )">
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The [Transform2D] that will flip something along the X axis.
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</constant>
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<constant name="FLIP_Y" value="Transform2D( 1, 0, 0, -1, 0, 0 )">
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The [Transform2D] that will flip something along the Y axis.
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</constant>
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</constants>
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</class>
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