2016-12-01 17:38:49 -06:00
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package pixel
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import "github.com/go-gl/mathgl/mgl32"
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2016-12-30 10:43:26 -06:00
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// Transform holds space transformation information. Concretely, a transformation is specified
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// by position, anchor, scale and rotation.
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//
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// All points are first rotated around the anchor. Then they are multiplied by the scale. If
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// the scale factor is 2, the object becomes 2x bigger. Finally, all points are moved, so that
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// the original anchor is located precisely at the position.
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//
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// Create a Transform object with the Position function. This sets the position variable,
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// which is the most important. Then use methods, like Scale and Rotate to change scale,
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// rotation and achor. The order in which you apply these methods is irrelevant.
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2016-12-01 17:38:49 -06:00
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//
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// pixel.Position(pixel.V(100, 100)).Rotate(math.Pi / 3).Scale(1.5)
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type Transform struct {
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pos, anc, sca Vec
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rot float64
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}
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// Position creates a Transformation object with specified position. Anchor is (0, 0), rotation
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// is 0 and scale is 1.
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func Position(position Vec) Transform {
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return Transform{
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pos: position,
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sca: V(1, 1),
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}
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}
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2016-12-18 18:29:08 -06:00
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// GetPosition returns the position of a transform.
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func (t Transform) GetPosition() Vec {
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return t.pos
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}
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// GetAnchor returns the anchor of a transform.
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func (t Transform) GetAnchor() Vec {
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return t.anc
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}
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// GetScale returns the scale (2 dimensional) of transform.
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func (t Transform) GetScale() Vec {
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return t.sca
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}
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// GetRotation returns the rotation of a transform (in radians).
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func (t Transform) GetRotation() float64 {
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return t.rot
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}
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// Position sets position.
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func (t Transform) Position(position Vec) Transform {
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t.pos = position
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return t
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}
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// Move adds delta to position.
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func (t Transform) Move(delta Vec) Transform {
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t.pos += delta
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return t
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}
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// Anchor sets anchor. Anchor is the rotation center and will be moved to the position.
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func (t Transform) Anchor(anchor Vec) Transform {
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t.anc = anchor
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return t
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}
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// MoveAnchor adds delta to anchor.
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func (t Transform) MoveAnchor(delta Vec) Transform {
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t.anc += delta
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return t
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}
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// Scale scales the transform by the supplied factor.
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//
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// Note, that subsequent calls to this method accumulate the final scale factor. Scaling two
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// times by 2 is equivalent to scaling once by 4.
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func (t Transform) Scale(scale float64) Transform {
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t.sca = t.sca.Scaled(scale)
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return t
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}
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// ScaleXY scales the transform by the supplied X and Y factor. Note, that scale is applied
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// before rotation.
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//
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// Note, that subsequent calls to this method accumulate the final scale factor. Scaling two
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// times by 2 is equivalent to scaling once by 4.
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func (t Transform) ScaleXY(scale Vec) Transform {
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t.sca = V(t.sca.X()*scale.X(), t.sca.Y()*scale.Y())
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return t
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}
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// Rotate rotates the transform by the supplied angle in radians.
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//
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// Note, that subsequent calls to this method accumulate the final rotation. Rotating two times
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// by Pi/2 is equivalent to rotating once by Pi.
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func (t Transform) Rotate(angle float64) Transform {
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t.rot += angle
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return t
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}
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2016-12-21 13:31:09 -06:00
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// Project transforms a vector by a transform.
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func (t Transform) Project(v Vec) Vec {
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mat := t.Mat()
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vec := mgl32.Vec3{float32(v.X()), float32(v.Y()), 1}
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pro := mat.Mul3x1(vec)
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return V(float64(pro.X()), float64(pro.Y()))
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}
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// Unproject does the inverse operation to Project.
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func (t Transform) Unproject(v Vec) Vec {
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mat := t.InvMat()
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vec := mgl32.Vec3{float32(v.X()), float32(v.Y()), 1}
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unp := mat.Mul3x1(vec)
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return V(float64(unp.X()), float64(unp.Y()))
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}
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2016-12-21 13:32:52 -06:00
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// Mat returns a transformation matrix that satisfies previously set transform properties.
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func (t Transform) Mat() mgl32.Mat3 {
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mat := mgl32.Ident3()
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mat = mat.Mul3(mgl32.Translate2D(float32(t.pos.X()), float32(t.pos.Y())))
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mat = mat.Mul3(mgl32.Rotate3DZ(float32(t.rot)))
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mat = mat.Mul3(mgl32.Scale2D(float32(t.sca.X()), float32(t.sca.Y())))
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mat = mat.Mul3(mgl32.Translate2D(float32(-t.anc.X()), float32(-t.anc.Y())))
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return mat
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}
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// InvMat returns an inverse transformation matrix to the matrix returned by Mat3 method.
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func (t Transform) InvMat() mgl32.Mat3 {
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mat := mgl32.Ident3()
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mat = mat.Mul3(mgl32.Translate2D(float32(t.anc.X()), float32(t.anc.Y())))
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mat = mat.Mul3(mgl32.Scale2D(float32(1/t.sca.X()), float32(1/t.sca.Y())))
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mat = mat.Mul3(mgl32.Rotate3DZ(float32(-t.rot)))
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mat = mat.Mul3(mgl32.Translate2D(float32(-t.pos.X()), float32(-t.pos.Y())))
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return mat
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}
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2016-12-30 10:43:26 -06:00
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// Camera is a convenience function, that returns a Transform that acts like a camera. Center is
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// the position in the world coordinates, that will be projected onto the center of the screen.
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// One unit in world coordinates will be projected onto zoom pixels.
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//
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// It is possible to apply additional rotations, scales and moves to the returned transform.
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func Camera(center, zoom, screenSize Vec) Transform {
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2016-12-02 17:54:58 -06:00
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return Position(0).Anchor(center).ScaleXY(2 * zoom).ScaleXY(V(1/screenSize.X(), 1/screenSize.Y()))
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}
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