go-opengl-pixel/transform.go

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