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C++ Transform2D::xform方法代码示例

本文整理汇总了C++中Transform2D::xform方法的典型用法代码示例。如果您正苦于以下问题:C++ Transform2D::xform方法的具体用法?C++ Transform2D::xform怎么用?C++ Transform2D::xform使用的例子?那么恭喜您, 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Transform2D的用法示例。


在下文中一共展示了Transform2D::xform方法的15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: RID

RID GrooveJoint2D::_configure_joint() {

	Node *node_a = has_node(get_node_a()) ? get_node(get_node_a()) : (Node *)NULL;
	Node *node_b = has_node(get_node_b()) ? get_node(get_node_b()) : (Node *)NULL;

	if (!node_a || !node_b)
		return RID();

	PhysicsBody2D *body_a = node_a->cast_to<PhysicsBody2D>();
	PhysicsBody2D *body_b = node_b->cast_to<PhysicsBody2D>();

	if (!body_a || !body_b)
		return RID();

	if (get_exclude_nodes_from_collision())
		Physics2DServer::get_singleton()->body_add_collision_exception(body_a->get_rid(), body_b->get_rid());
	else
		Physics2DServer::get_singleton()->body_remove_collision_exception(body_a->get_rid(), body_b->get_rid());

	Transform2D gt = get_global_transform();
	Vector2 groove_A1 = gt.get_origin();
	Vector2 groove_A2 = gt.xform(Vector2(0, length));
	Vector2 anchor_B = gt.xform(Vector2(0, initial_offset));

	return Physics2DServer::get_singleton()->groove_joint_create(groove_A1, groove_A2, anchor_B, body_a->get_rid(), body_b->get_rid());
}
开发者ID:rrrfffrrr,项目名称:godot,代码行数:26,代码来源:joints_2d.cpp

示例2:

bool CollisionSolver2DSW::solve_raycast(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *sep_axis) {

	const RayShape2DSW *ray = static_cast<const RayShape2DSW *>(p_shape_A);
	if (p_shape_B->get_type() == Physics2DServer::SHAPE_RAY)
		return false;

	Vector2 from = p_transform_A.get_origin();
	Vector2 to = from + p_transform_A[1] * ray->get_length();
	Vector2 support_A = to;

	Transform2D invb = p_transform_B.affine_inverse();
	from = invb.xform(from);
	to = invb.xform(to);

	Vector2 p, n;
	if (!p_shape_B->intersect_segment(from, to, p, n)) {

		if (sep_axis)
			*sep_axis = p_transform_A[1].normalized();
		return false;
	}

	Vector2 support_B = p_transform_B.xform(p);

	if (p_result_callback) {
		if (p_swap_result)
			p_result_callback(support_B, support_A, p_userdata);
		else
			p_result_callback(support_A, support_B, p_userdata);
	}
	return true;
}
开发者ID:Max-Might,项目名称:godot,代码行数:32,代码来源:collision_solver_2d_sw.cpp

示例3: Color

void CollisionPolygon2DEditor::_canvas_draw() {

	if (!node)
		return;

	Control *vpc = canvas_item_editor->get_viewport_control();

	Vector<Vector2> poly;

	if (wip_active)
		poly = wip;
	else
		poly = node->get_polygon();

	Transform2D xform = canvas_item_editor->get_canvas_transform() * node->get_global_transform();
	Ref<Texture> handle = get_icon("EditorHandle", "EditorIcons");

	for (int i = 0; i < poly.size(); i++) {

		Vector2 p, p2;
		p = i == edited_point ? edited_point_pos : poly[i];
		if ((wip_active && i == poly.size() - 1) || (((i + 1) % poly.size()) == edited_point))
			p2 = edited_point_pos;
		else
			p2 = poly[(i + 1) % poly.size()];

		Vector2 point = xform.xform(p);
		Vector2 next_point = xform.xform(p2);

		Color col = Color(1, 0.3, 0.1, 0.8);
		vpc->draw_line(point, next_point, col, 2);
		vpc->draw_texture(handle, point - handle->get_size() * 0.5);
	}
}
开发者ID:Zylann,项目名称:godot,代码行数:34,代码来源:collision_polygon_2d_editor_plugin.cpp

示例4:

void RayCast2D::_notification(int p_what) {

	switch (p_what) {

		case NOTIFICATION_ENTER_TREE: {

			if (enabled && !get_tree()->is_editor_hint())
				set_fixed_process(true);
			else
				set_fixed_process(false);

			if (get_parent()->cast_to<PhysicsBody2D>()) {
				if (exclude_parent_body)
					exclude.insert(get_parent()->cast_to<PhysicsBody2D>()->get_rid());
				else
					exclude.erase(get_parent()->cast_to<PhysicsBody2D>()->get_rid());
			}
		} break;
		case NOTIFICATION_EXIT_TREE: {

			if (enabled)
				set_fixed_process(false);

		} break;

		case NOTIFICATION_DRAW: {

			if (!get_tree()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint())
				break;
			Transform2D xf;
			xf.rotate(cast_to.angle());
			xf.translate(Vector2(cast_to.length(), 0));

			//Vector2 tip = Vector2(0,s->get_length());
			Color dcol = get_tree()->get_debug_collisions_color(); //0.9,0.2,0.2,0.4);
			draw_line(Vector2(), cast_to, dcol, 3);
			Vector<Vector2> pts;
			float tsize = 4;
			pts.push_back(xf.xform(Vector2(tsize, 0)));
			pts.push_back(xf.xform(Vector2(0, 0.707 * tsize)));
			pts.push_back(xf.xform(Vector2(0, -0.707 * tsize)));
			Vector<Color> cols;
			for (int i = 0; i < 3; i++)
				cols.push_back(dcol);

			draw_primitive(pts, cols, Vector<Vector2>()); //small arrow

		} break;

		case NOTIFICATION_FIXED_PROCESS: {

			if (!enabled)
				break;

			_update_raycast_state();

		} break;
	}
}
开发者ID:Max-Might,项目名称:godot,代码行数:59,代码来源:ray_cast_2d.cpp

示例5:

RID GrooveJoint2D::_configure_joint(PhysicsBody2D *body_a, PhysicsBody2D *body_b) {

	Transform2D gt = get_global_transform();
	Vector2 groove_A1 = gt.get_origin();
	Vector2 groove_A2 = gt.xform(Vector2(0, length));
	Vector2 anchor_B = gt.xform(Vector2(0, initial_offset));

	return Physics2DServer::get_singleton()->groove_joint_create(groove_A1, groove_A2, anchor_B, body_a->get_rid(), body_b->get_rid());
}
开发者ID:KellyThomas,项目名称:godot,代码行数:9,代码来源:joints_2d.cpp

示例6:

bool BodyPair2DSW::_test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const Transform2D &p_xform_A, Body2DSW *p_B, int p_shape_B, const Transform2D &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;

	Transform2D 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;
}
开发者ID:kubecz3k,项目名称:godot,代码行数:50,代码来源:body_pair_2d_sw.cpp

示例7: new_scale

void Node2D::_edit_set_rect(const Rect2 &p_edit_rect) {
	ERR_FAIL_COND(!_edit_use_rect());

	Rect2 r = _edit_get_rect();

	Vector2 zero_offset;
	if (r.size.x != 0)
		zero_offset.x = -r.position.x / r.size.x;
	if (r.size.y != 0)
		zero_offset.y = -r.position.y / r.size.y;

	Size2 new_scale(1, 1);

	if (r.size.x != 0)
		new_scale.x = p_edit_rect.size.x / r.size.x;
	if (r.size.y != 0)
		new_scale.y = p_edit_rect.size.y / r.size.y;

	Point2 new_pos = p_edit_rect.position + p_edit_rect.size * zero_offset;

	Transform2D postxf;
	postxf.set_rotation_and_scale(angle, _scale);
	new_pos = postxf.xform(new_pos);

	pos += new_pos;
	_scale *= new_scale;

	_update_transform();
	_change_notify("scale");
	_change_notify("position");
}
开发者ID:93i,项目名称:godot,代码行数:31,代码来源:node_2d.cpp

示例8:

bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) {

	Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape);
	ERR_FAIL_COND_V(!shape, 0);

	Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
	aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
	aabb = aabb.grow(p_margin);

	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);

	_RestCallbackData2D rcd;
	rcd.best_len = 0;
	rcd.best_object = NULL;
	rcd.best_shape = 0;

	for (int i = 0; i < amount; i++) {

		if (!_match_object_type_query(space->intersection_query_results[i], p_collision_layer, p_object_type_mask))
			continue;

		const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
		int shape_idx = space->intersection_query_subindex_results[i];

		if (p_exclude.has(col_obj->get_self()))
			continue;

		rcd.valid_dir = Vector2();
		rcd.valid_depth = 0;
		rcd.object = col_obj;
		rcd.shape = shape_idx;
		bool sc = CollisionSolver2DSW::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, NULL, p_margin);
		if (!sc)
			continue;
	}

	if (rcd.best_len == 0)
		return false;

	r_info->collider_id = rcd.best_object->get_instance_id();
	r_info->shape = rcd.best_shape;
	r_info->normal = rcd.best_normal;
	r_info->point = rcd.best_contact;
	r_info->rid = rcd.best_object->get_self();
	r_info->metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
	if (rcd.best_object->get_type() == CollisionObject2DSW::TYPE_BODY) {

		const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object);
		Vector2 rel_vec = r_info->point - body->get_transform().get_origin();
		r_info->linear_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();

	} else {
		r_info->linear_velocity = Vector2();
	}

	return true;
}
开发者ID:rrrfffrrr,项目名称:godot,代码行数:57,代码来源:space_2d_sw.cpp

示例9:

void Node2D::set_global_position(const Point2 &p_pos) {

	Transform2D inv;
	CanvasItem *pi = get_parent_item();
	if (pi) {
		inv = pi->get_global_transform().affine_inverse();
		set_position(inv.xform(p_pos));
	} else {
		set_position(p_pos);
	}
}
开发者ID:93i,项目名称:godot,代码行数:11,代码来源:node_2d.cpp

示例10:

Ref<InputEvent> InputEventScreenTouch::xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs) const {

	Ref<InputEventScreenTouch> st;
	st.instance();
	st->set_device(get_device());
	st->set_index(index);
	st->set_position(p_xform.xform(pos + p_local_ofs));
	st->set_pressed(pressed);

	return st;
}
开发者ID:KellyThomas,项目名称:godot,代码行数:11,代码来源:input_event.cpp

示例11: _canvas_draw

void NavigationPolygonEditor::_canvas_draw() {

	if (!node)
		return;

	Control *vpc = canvas_item_editor->get_viewport_control();
	if (node->get_navigation_polygon().is_null())
		return;

	Transform2D xform = canvas_item_editor->get_canvas_transform() * node->get_global_transform();
	Ref<Texture> handle = get_icon("EditorHandle", "EditorIcons");

	for (int j = -1; j < node->get_navigation_polygon()->get_outline_count(); j++) {
		Vector<Vector2> poly;

		if (wip_active && j == edited_outline) {
			poly = wip;
		} else {
			if (j == -1)
				continue;
			poly = Variant(node->get_navigation_polygon()->get_outline(j));
		}

		for (int i = 0; i < poly.size(); i++) {

			Vector2 p, p2;
			p = (j == edited_outline && i == edited_point) ? edited_point_pos : poly[i];
			if (j == edited_outline && ((wip_active && i == poly.size() - 1) || (((i + 1) % poly.size()) == edited_point)))
				p2 = edited_point_pos;
			else
				p2 = poly[(i + 1) % poly.size()];

			Vector2 point = xform.xform(p);
			Vector2 next_point = xform.xform(p2);

			Color col = Color(1, 0.3, 0.1, 0.8);
			vpc->draw_line(point, next_point, col, 2);
			vpc->draw_texture(handle, point - handle->get_size() * 0.5);
		}
	}
}
开发者ID:rinart73,项目名称:godot,代码行数:41,代码来源:navigation_polygon_editor_plugin.cpp

示例12: Color

void Path2DEditor::forward_draw_over_canvas(Control *p_canvas) {

	if (!node)
		return;

	if (!node->is_visible_in_tree())
		return;

	if (!node->get_curve().is_valid())
		return;

	Transform2D xform = canvas_item_editor->get_canvas_transform() * node->get_global_transform();
	Ref<Texture> handle = get_icon("EditorHandle", "EditorIcons");
	Size2 handle_size = handle->get_size();

	Ref<Curve2D> curve = node->get_curve();

	int len = curve->get_point_count();
	Control *vpc = canvas_item_editor->get_viewport_control();

	for (int i = 0; i < len; i++) {

		Vector2 point = xform.xform(curve->get_point_position(i));
		vpc->draw_texture_rect(handle, Rect2(point - handle_size * 0.5, handle_size), false, Color(1, 1, 1, 1));

		if (i < len - 1) {
			Vector2 pointout = xform.xform(curve->get_point_position(i) + curve->get_point_out(i));
			vpc->draw_line(point, pointout, Color(0.5, 0.5, 1.0, 0.8), 1.0);
			vpc->draw_texture_rect(handle, Rect2(pointout - handle_size * 0.5, handle_size), false, Color(1, 0.5, 1, 0.3));
		}

		if (i > 0) {
			Vector2 pointin = xform.xform(curve->get_point_position(i) + curve->get_point_in(i));
			vpc->draw_line(point, pointin, Color(0.5, 0.5, 1.0, 0.8), 1.0);
			vpc->draw_texture_rect(handle, Rect2(pointin - handle_size * 0.5, handle_size), false, Color(1, 0.5, 1, 0.3));
		}
	}
}
开发者ID:KelinciFX,项目名称:godot,代码行数:38,代码来源:path_2d_editor_plugin.cpp

示例13:

int Physics2DDirectSpaceStateSW::intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask) {

	if (p_result_max <= 0)
		return 0;

	Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape);
	ERR_FAIL_COND_V(!shape, 0);

	Rect2 aabb = p_xform.xform(shape->get_aabb());
	aabb = aabb.grow(p_margin);

	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);

	int cc = 0;

	for (int i = 0; i < amount; i++) {

		if (cc >= p_result_max)
			break;

		if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask))
			continue;

		if (p_exclude.has(space->intersection_query_results[i]->get_self()))
			continue;

		const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
		int shape_idx = space->intersection_query_subindex_results[i];

		if (!CollisionSolver2DSW::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), NULL, NULL, NULL, p_margin))
			continue;

		r_results[cc].collider_id = col_obj->get_instance_id();
		if (r_results[cc].collider_id != 0)
			r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
		r_results[cc].rid = col_obj->get_self();
		r_results[cc].shape = shape_idx;
		r_results[cc].metadata = col_obj->get_shape_metadata(shape_idx);

		cc++;
	}

	return cc;
}
开发者ID:RandomShaper,项目名称:godot,代码行数:44,代码来源:space_2d_sw.cpp

示例14:

void CollisionObject2DSW::_update_shapes() {

	if (!space)
		return;

	for (int i = 0; i < shapes.size(); i++) {

		Shape &s = shapes[i];
		if (s.bpid == 0) {
			s.bpid = space->get_broadphase()->create(this, i);
			space->get_broadphase()->set_static(s.bpid, _static);
		}

		//not quite correct, should compute the next matrix..
		Rect2 shape_aabb = s.shape->get_aabb();
		Transform2D xform = transform * s.xform;
		shape_aabb = xform.xform(shape_aabb);
		s.aabb_cache = shape_aabb;
		s.aabb_cache = s.aabb_cache.grow((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05);

		space->get_broadphase()->move(s.bpid, s.aabb_cache);
	}
}
开发者ID:brakhane,项目名称:godot,代码行数:23,代码来源:collision_object_2d_sw.cpp

示例15: _render_canvas_item

void VisualServerCanvas::_render_canvas_item(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RasterizerCanvas::Item **z_list, RasterizerCanvas::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner) {

	Item *ci = p_canvas_item;

	if (!ci->visible)
		return;

	Rect2 rect = ci->get_rect();
	Transform2D xform = p_transform * ci->xform;
	Rect2 global_rect = xform.xform(rect);
	global_rect.pos += p_clip_rect.pos;

	if (ci->use_parent_material && p_material_owner)
		ci->material_owner = p_material_owner;
	else {
		p_material_owner = ci;
		ci->material_owner = NULL;
	}

	Color modulate(ci->modulate.r * p_modulate.r, ci->modulate.g * p_modulate.g, ci->modulate.b * p_modulate.b, ci->modulate.a * p_modulate.a);

	if (modulate.a < 0.007)
		return;

	int child_item_count = ci->child_items.size();
	Item **child_items = (Item **)alloca(child_item_count * sizeof(Item *));
	copymem(child_items, ci->child_items.ptr(), child_item_count * sizeof(Item *));

	if (ci->clip) {
		if (p_canvas_clip != NULL) {
			ci->final_clip_rect = p_canvas_clip->final_clip_rect.clip(global_rect);
		} else {
			ci->final_clip_rect = global_rect;
		}
		ci->final_clip_owner = ci;

	} else {
		ci->final_clip_owner = p_canvas_clip;
	}

	if (ci->sort_y) {

		SortArray<Item *, ItemPtrSort> sorter;
		sorter.sort(child_items, child_item_count);
	}

	if (ci->z_relative)
		p_z = CLAMP(p_z + ci->z, VS::CANVAS_ITEM_Z_MIN, VS::CANVAS_ITEM_Z_MAX);
	else
		p_z = ci->z;

	for (int i = 0; i < child_item_count; i++) {

		if (!child_items[i]->behind)
			continue;
		_render_canvas_item(child_items[i], xform, p_clip_rect, modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, p_material_owner);
	}

	if (ci->copy_back_buffer) {

		ci->copy_back_buffer->screen_rect = xform.xform(ci->copy_back_buffer->rect).clip(p_clip_rect);
	}

	if ((!ci->commands.empty() && p_clip_rect.intersects(global_rect)) || ci->vp_render || ci->copy_back_buffer) {
		//something to draw?
		ci->final_transform = xform;
		ci->final_modulate = Color(modulate.r * ci->self_modulate.r, modulate.g * ci->self_modulate.g, modulate.b * ci->self_modulate.b, modulate.a * ci->self_modulate.a);
		ci->global_rect_cache = global_rect;
		ci->global_rect_cache.pos -= p_clip_rect.pos;
		ci->light_masked = false;

		int zidx = p_z - VS::CANVAS_ITEM_Z_MIN;

		if (z_last_list[zidx]) {
			z_last_list[zidx]->next = ci;
			z_last_list[zidx] = ci;

		} else {
			z_list[zidx] = ci;
			z_last_list[zidx] = ci;
		}

		ci->next = NULL;
	}

	for (int i = 0; i < child_item_count; i++) {

		if (child_items[i]->behind)
			continue;
		_render_canvas_item(child_items[i], xform, p_clip_rect, modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, p_material_owner);
	}
}
开发者ID:MattUV,项目名称:godot,代码行数:92,代码来源:visual_server_canvas.cpp


注:本文中的Transform2D::xform方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。