本文整理汇总了C++中Matrix32::basis_xform方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix32::basis_xform方法的具体用法?C++ Matrix32::basis_xform怎么用?C++ Matrix32::basis_xform使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Matrix32
的用法示例。
在下文中一共展示了Matrix32::basis_xform方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: xform_by
InputEvent InputEvent::xform_by(const Matrix32& p_xform) const {
InputEvent ev=*this;
switch(ev.type) {
case InputEvent::MOUSE_BUTTON: {
Vector2 g = p_xform.xform(Vector2(ev.mouse_button.global_x,ev.mouse_button.global_y));
Vector2 l = p_xform.xform(Vector2(ev.mouse_button.x,ev.mouse_button.y));
ev.mouse_button.x=l.x;
ev.mouse_button.y=l.y;
ev.mouse_button.global_x=g.x;
ev.mouse_button.global_y=g.y;
} break;
case InputEvent::MOUSE_MOTION: {
Vector2 g = p_xform.xform(Vector2(ev.mouse_motion.global_x,ev.mouse_motion.global_y));
Vector2 l = p_xform.xform(Vector2(ev.mouse_motion.x,ev.mouse_motion.y));
Vector2 r = p_xform.basis_xform(Vector2(ev.mouse_motion.relative_x,ev.mouse_motion.relative_y));
Vector2 s = p_xform.basis_xform(Vector2(ev.mouse_motion.speed_x,ev.mouse_motion.speed_y));
ev.mouse_motion.x=l.x;
ev.mouse_motion.y=l.y;
ev.mouse_motion.global_x=g.x;
ev.mouse_motion.global_y=g.y;
ev.mouse_motion.relative_x=r.x;
ev.mouse_motion.relative_y=r.y;
ev.mouse_motion.speed_x=s.x;
ev.mouse_motion.speed_y=s.y;
} break;
case InputEvent::SCREEN_TOUCH: {
Vector2 t = p_xform.xform(Vector2(ev.screen_touch.x,ev.screen_touch.y));
ev.screen_touch.x=t.x;
ev.screen_touch.y=t.y;
} break;
case InputEvent::SCREEN_DRAG: {
Vector2 t = p_xform.xform(Vector2(ev.screen_drag.x,ev.screen_drag.y));
Vector2 r = p_xform.basis_xform(Vector2(ev.screen_drag.relative_x,ev.screen_drag.relative_y));
Vector2 s = p_xform.basis_xform(Vector2(ev.screen_drag.speed_x,ev.screen_drag.speed_y));
ev.screen_drag.x=t.x;
ev.screen_drag.y=t.y;
ev.screen_drag.relative_x=r.x;
ev.screen_drag.relative_y=r.y;
ev.screen_drag.speed_x=s.x;
ev.screen_drag.speed_y=s.y;
} break;
}
return ev;
}
示例2: rect
void Polygon2DEditor::_uv_draw() {
Ref<Texture> base_tex = node->get_texture();
if (base_tex.is_null())
return;
Matrix32 mtx;
mtx.elements[2]=-uv_draw_ofs;
mtx.scale_basis(Vector2(uv_draw_zoom,uv_draw_zoom));
VS::get_singleton()->canvas_item_set_clip(uv_edit_draw->get_canvas_item(),true);
VS::get_singleton()->canvas_item_add_set_transform(uv_edit_draw->get_canvas_item(),mtx);
uv_edit_draw->draw_texture(base_tex,Point2());
VS::get_singleton()->canvas_item_add_set_transform(uv_edit_draw->get_canvas_item(),Matrix32());
DVector<Vector2> uvs = node->get_uv();
Ref<Texture> handle = get_icon("EditorHandle","EditorIcons");
Rect2 rect(Point2(),mtx.basis_xform(base_tex->get_size()));
rect.expand_to(mtx.basis_xform(uv_edit_draw->get_size()));
for(int i=0;i<uvs.size();i++) {
int next = (i+1)%uvs.size();
uv_edit_draw->draw_line(mtx.xform(uvs[i]),mtx.xform(uvs[next]),Color(0.9,0.5,0.5),2);
uv_edit_draw->draw_texture(handle,mtx.xform(uvs[i])-handle->get_size()*0.5);
rect.expand_to(mtx.basis_xform(uvs[i]));
}
rect=rect.grow(200);
updating_uv_scroll=true;
uv_hscroll->set_min(rect.pos.x);
uv_hscroll->set_max(rect.pos.x+rect.size.x);
uv_hscroll->set_page(uv_edit_draw->get_size().x);
uv_hscroll->set_val(uv_draw_ofs.x);
uv_hscroll->set_step(0.001);
uv_vscroll->set_min(rect.pos.y);
uv_vscroll->set_max(rect.pos.y+rect.size.y);
uv_vscroll->set_page(uv_edit_draw->get_size().y);
uv_vscroll->set_val(uv_draw_ofs.y);
uv_vscroll->set_step(0.001);
updating_uv_scroll=false;
}
示例3:
bool BodyPair2DSW::_test_ccd(float p_step,Body2DSW *p_A, int p_shape_A,const Matrix32& p_xform_A,Body2DSW *p_B, int p_shape_B,const Matrix32& p_xform_B,bool p_swap_result) {
Vector2 motion = p_A->get_linear_velocity()*p_step;
real_t mlen = motion.length();
if (mlen<CMP_EPSILON)
return false;
Vector2 mnormal = motion / mlen;
real_t min,max;
p_A->get_shape(p_shape_A)->project_rangev(mnormal,p_xform_A,min,max);
bool fast_object = mlen > (max-min)*0.3; //going too fast in that direction
if (!fast_object) { //did it move enough in this direction to even attempt raycast? let's say it should move more than 1/3 the size of the object in that axis
return false;
}
//cast a segment from support in motion normal, in the same direction of motion by motion length
//support is the worst case collision point, so real collision happened before
int a;
Vector2 s[2];
p_A->get_shape(p_shape_A)->get_supports(p_xform_A.basis_xform(mnormal).normalized(),s,a);
Vector2 from = p_xform_A.xform(s[0]);
Vector2 to = from + motion;
Matrix32 from_inv = p_xform_B.affine_inverse();
Vector2 local_from = from_inv.xform(from-mnormal*mlen*0.1); //start from a little inside the bounding box
Vector2 local_to = from_inv.xform(to);
Vector2 rpos,rnorm;
if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from,local_to,rpos,rnorm))
return false;
//ray hit something
Vector2 hitpos = p_xform_B.xform(rpos);
Vector2 contact_A = to;
Vector2 contact_B = hitpos;
//create a contact
if (p_swap_result)
_contact_added_callback(contact_B,contact_A);
else
_contact_added_callback(contact_A,contact_B);
return true;
}
示例4:
bool CollisionSolver2DSW::solve_static_line(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result) {
const LineShape2DSW *line = static_cast<const LineShape2DSW*>(p_shape_A);
if (p_shape_B->get_type()==Physics2DServer::SHAPE_LINE)
return false;
Vector2 n = p_transform_A.basis_xform(line->get_normal()).normalized();
Vector2 p = p_transform_A.xform(line->get_normal()*line->get_d());
real_t d = n.dot(p);
Vector2 supports[2];
int support_count;
p_shape_B->get_supports(p_transform_A.affine_inverse().basis_xform(-n).normalized(),supports,support_count);
bool found=false;
for(int i=0;i<support_count;i++) {
supports[i] = p_transform_B.xform( supports[i] );
real_t pd = n.dot(supports[i]);
if (pd>=d)
continue;
found=true;
Vector2 support_A = supports[i] - n*(pd-d);
if (p_result_callback) {
if (p_swap_result)
p_result_callback(supports[i],support_A,p_userdata);
else
p_result_callback(support_A,supports[i],p_userdata);
}
}
return found;
}
示例5: _region_draw
void SpriteRegionEditor::_region_draw()
{
Ref<Texture> base_tex = node->get_texture();
if (base_tex.is_null())
return;
Matrix32 mtx;
mtx.elements[2]=-draw_ofs;
mtx.scale_basis(Vector2(draw_zoom,draw_zoom));
VS::get_singleton()->canvas_item_set_clip(edit_draw->get_canvas_item(),true);
VS::get_singleton()->canvas_item_add_set_transform(edit_draw->get_canvas_item(),mtx);
edit_draw->draw_texture(base_tex,Point2());
VS::get_singleton()->canvas_item_add_set_transform(edit_draw->get_canvas_item(),Matrix32());
if (snap_show_grid) {
Size2 s = edit_draw->get_size();
int last_cell;
if (snap_step.x!=0) {
for(int i=0;i<s.width;i++) {
int cell = Math::fast_ftoi(Math::floor((mtx.affine_inverse().xform(Vector2(i,0)).x-snap_offset.x)/snap_step.x));
if (i==0)
last_cell=cell;
if (last_cell!=cell)
edit_draw->draw_line(Point2(i,0),Point2(i,s.height),Color(0.3,0.7,1,0.3));
last_cell=cell;
}
}
if (snap_step.y!=0) {
for(int i=0;i<s.height;i++) {
int cell = Math::fast_ftoi(Math::floor((mtx.affine_inverse().xform(Vector2(0,i)).y-snap_offset.y)/snap_step.y));
if (i==0)
last_cell=cell;
if (last_cell!=cell)
edit_draw->draw_line(Point2(0,i),Point2(s.width,i),Color(0.3,0.7,1,0.3));
last_cell=cell;
}
}
}
Ref<Texture> select_handle = get_icon("EditorHandle","EditorIcons");
Rect2 scroll_rect(Point2(),mtx.basis_xform(base_tex->get_size()));
scroll_rect.expand_to(mtx.basis_xform(edit_draw->get_size()));
Vector2 endpoints[4]={
mtx.basis_xform(rect.pos),
mtx.basis_xform(rect.pos+Vector2(rect.size.x,0)),
mtx.basis_xform(rect.pos+rect.size),
mtx.basis_xform(rect.pos+Vector2(0,rect.size.y))
};
for(int i=0;i<4;i++) {
int prev = (i+3)%4;
int next = (i+1)%4;
Vector2 ofs = ((endpoints[i] - endpoints[prev]).normalized() + ((endpoints[i] - endpoints[next]).normalized())).normalized();
ofs*=1.4144*(select_handle->get_size().width/2);
edit_draw->draw_line(endpoints[i]-draw_ofs, endpoints[next]-draw_ofs, Color(0.9,0.5,0.5), 2);
edit_draw->draw_texture(select_handle,(endpoints[i]+ofs-(select_handle->get_size()/2)).floor()-draw_ofs);
ofs = (endpoints[next]-endpoints[i])/2;
ofs += (endpoints[next]-endpoints[i]).tangent().normalized()*(select_handle->get_size().width/2);
edit_draw->draw_texture(select_handle,(endpoints[i]+ofs-(select_handle->get_size()/2)).floor()-draw_ofs);
scroll_rect.expand_to(endpoints[i]);
}
scroll_rect=scroll_rect.grow(200);
updating_scroll=true;
hscroll->set_min(scroll_rect.pos.x);
hscroll->set_max(scroll_rect.pos.x+scroll_rect.size.x);
hscroll->set_page(edit_draw->get_size().x);
hscroll->set_val(draw_ofs.x);
hscroll->set_step(0.001);
vscroll->set_min(scroll_rect.pos.y);
vscroll->set_max(scroll_rect.pos.y+scroll_rect.size.y);
vscroll->set_page(edit_draw->get_size().y);
vscroll->set_val(draw_ofs.y);
vscroll->set_step(0.001);
updating_scroll=false;
}
示例6: if
//.........这里部分代码省略.........
}
}
// Test add point in empty space!
if ( mb.pressed && mb.button_index==BUTTON_LEFT && ((mb.mod.command && mode == MODE_EDIT) || mode == MODE_CREATE)) {
Ref<Curve2D> curve = node->get_curve();
undo_redo->create_action("Add Point to Curve");
undo_redo->add_do_method(curve.ptr(),"add_point",cpoint);
undo_redo->add_undo_method(curve.ptr(),"remove_point",curve->get_point_count());
undo_redo->add_do_method(canvas_item_editor->get_viewport_control(),"update");
undo_redo->add_undo_method(canvas_item_editor->get_viewport_control(),"update");
undo_redo->commit_action();
action=ACTION_MOVING_POINT;
action_point=curve->get_point_count()-1;
moving_from=curve->get_point_pos(action_point);
moving_screen_from=gpoint;
canvas_item_editor->get_viewport_control()->update();
return true;
}
if ( !mb.pressed && mb.button_index==BUTTON_LEFT && action!=ACTION_NONE) {
Ref<Curve2D> curve = node->get_curve();
Vector2 new_pos = moving_from + xform.basis_xform( gpoint - moving_screen_from );
switch(action) {
case ACTION_MOVING_POINT: {
undo_redo->create_action("Move Point in Curve");
undo_redo->add_do_method(curve.ptr(),"set_point_pos",action_point,cpoint);
undo_redo->add_undo_method(curve.ptr(),"set_point_pos",action_point,moving_from);
undo_redo->add_do_method(canvas_item_editor->get_viewport_control(),"update");
undo_redo->add_undo_method(canvas_item_editor->get_viewport_control(),"update");
undo_redo->commit_action();
} break;
case ACTION_MOVING_IN: {
undo_redo->create_action("Move In-Control in Curve");
undo_redo->add_do_method(curve.ptr(),"set_point_in",action_point,new_pos);
undo_redo->add_undo_method(curve.ptr(),"set_point_in",action_point,moving_from);
undo_redo->add_do_method(canvas_item_editor->get_viewport_control(),"update");
undo_redo->add_undo_method(canvas_item_editor->get_viewport_control(),"update");
undo_redo->commit_action();
} break;
case ACTION_MOVING_OUT: {
undo_redo->create_action("Move Out-Control in Curve");
undo_redo->add_do_method(curve.ptr(),"set_point_out",action_point,new_pos);
undo_redo->add_undo_method(curve.ptr(),"set_point_out",action_point,moving_from);
undo_redo->add_do_method(canvas_item_editor->get_viewport_control(),"update");
undo_redo->add_undo_method(canvas_item_editor->get_viewport_control(),"update");
undo_redo->commit_action();
示例7: rect
void Polygon2DEditor::_uv_draw() {
Ref<Texture> base_tex = node->get_texture();
if (base_tex.is_null())
return;
Matrix32 mtx;
mtx.elements[2]=-uv_draw_ofs;
mtx.scale_basis(Vector2(uv_draw_zoom,uv_draw_zoom));
VS::get_singleton()->canvas_item_set_clip(uv_edit_draw->get_canvas_item(),true);
VS::get_singleton()->canvas_item_add_set_transform(uv_edit_draw->get_canvas_item(),mtx);
uv_edit_draw->draw_texture(base_tex,Point2());
VS::get_singleton()->canvas_item_add_set_transform(uv_edit_draw->get_canvas_item(),Matrix32());
if (snap_show_grid) {
Size2 s = uv_edit_draw->get_size();
int last_cell;
if (snap_step.x!=0) {
for(int i=0;i<s.width;i++) {
int cell = Math::fast_ftoi(Math::floor((mtx.affine_inverse().xform(Vector2(i,0)).x-snap_offset.x)/snap_step.x));
if (i==0)
last_cell=cell;
if (last_cell!=cell)
uv_edit_draw->draw_line(Point2(i,0),Point2(i,s.height),Color(0.3,0.7,1,0.3));
last_cell=cell;
}
}
if (snap_step.y!=0) {
for(int i=0;i<s.height;i++) {
int cell = Math::fast_ftoi(Math::floor((mtx.affine_inverse().xform(Vector2(0,i)).y-snap_offset.y)/snap_step.y));
if (i==0)
last_cell=cell;
if (last_cell!=cell)
uv_edit_draw->draw_line(Point2(0,i),Point2(s.width,i),Color(0.3,0.7,1,0.3));
last_cell=cell;
}
}
}
DVector<Vector2> uvs = node->get_uv();
Ref<Texture> handle = get_icon("EditorHandle","EditorIcons");
Rect2 rect(Point2(),mtx.basis_xform(base_tex->get_size()));
rect.expand_to(mtx.basis_xform(uv_edit_draw->get_size()));
for(int i=0;i<uvs.size();i++) {
int next = (i+1)%uvs.size();
uv_edit_draw->draw_line(mtx.xform(uvs[i]),mtx.xform(uvs[next]),Color(0.9,0.5,0.5),2);
uv_edit_draw->draw_texture(handle,mtx.xform(uvs[i])-handle->get_size()*0.5);
rect.expand_to(mtx.basis_xform(uvs[i]));
}
rect=rect.grow(200);
updating_uv_scroll=true;
uv_hscroll->set_min(rect.pos.x);
uv_hscroll->set_max(rect.pos.x+rect.size.x);
uv_hscroll->set_page(uv_edit_draw->get_size().x);
uv_hscroll->set_val(uv_draw_ofs.x);
uv_hscroll->set_step(0.001);
uv_vscroll->set_min(rect.pos.y);
uv_vscroll->set_max(rect.pos.y+rect.size.y);
uv_vscroll->set_page(uv_edit_draw->get_size().y);
uv_vscroll->set_val(uv_draw_ofs.y);
uv_vscroll->set_step(0.001);
updating_uv_scroll=false;
}
示例8: rot
//.........这里部分代码省略.........
restart=true;
}
if (restart) {
if (emitting) {
p.pos=emissor_offset;
if (emission_point_count) {
Vector2 ep = r[Math::rand()%emission_point_count];
if (!local_space) {
p.pos=xform.xform(p.pos+ep*extents);
} else {
p.pos+=ep*extents;
}
} else {
if (!local_space) {
p.pos=xform.xform(p.pos+Vector2(Math::random(-extents.x,extents.x),Math::random(-extents.y,extents.y)));
} else {
p.pos+=Vector2(Math::random(-extents.x,extents.x),Math::random(-extents.y,extents.y));
}
}
p.seed=Math::rand() % 12345678;
uint32_t rand_seed=p.seed*(i+1);
float angle = Math::deg2rad(param[PARAM_DIRECTION]+_rand_from_seed(&rand_seed)*param[PARAM_SPREAD]);
p.velocity=Vector2( Math::sin(angle), Math::cos(angle) );
if (!local_space) {
p.velocity = xform.basis_xform(p.velocity).normalized();
}
p.velocity*=param[PARAM_LINEAR_VELOCITY]+param[PARAM_LINEAR_VELOCITY]*_rand_from_seed(&rand_seed)*randomness[PARAM_LINEAR_VELOCITY];
p.velocity+=initial_velocity;
p.active=true;
p.rot=Math::deg2rad(param[PARAM_INITIAL_ANGLE]+param[PARAM_INITIAL_ANGLE]*randomness[PARAM_INITIAL_ANGLE]*_rand_from_seed(&rand_seed));
active_count++;
p.frame=Math::fmod(param[PARAM_ANIM_INITIAL_POS]+randomness[PARAM_ANIM_INITIAL_POS]*_rand_from_seed(&rand_seed),1.0);
} else {
p.active=false;
}
} else {
if (!p.active)
continue;
uint32_t rand_seed=p.seed*(i+1);
Vector2 force;
//apply gravity
float gravity_dir = Math::deg2rad( param[PARAM_GRAVITY_DIRECTION]+180*randomness[PARAM_GRAVITY_DIRECTION]*_rand_from_seed(&rand_seed));
force+=Vector2( Math::sin(gravity_dir), Math::cos(gravity_dir) ) * (param[PARAM_GRAVITY_STRENGTH]+param[PARAM_GRAVITY_STRENGTH]*randomness[PARAM_GRAVITY_STRENGTH]*_rand_from_seed(&rand_seed));
//apply radial
Vector2 rvec = (p.pos - emissor_offset).normalized();
force+=rvec*(param[PARAM_RADIAL_ACCEL]+param[PARAM_RADIAL_ACCEL]*randomness[PARAM_RADIAL_ACCEL]*_rand_from_seed(&rand_seed));
//apply orbit