gg/ox/transform.go

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package ox
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import "surdeus.su/core/gg/mx"
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type Transformer interface {
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GetTransform() *Transform
}
// The structure represents basic transformation
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// features: positioning, rotating and scaling
// in more high level and more "GAME ENGINE" style.
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type Transform struct {
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// Absolute (if no parent) position and
// the scale.
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position, scale mx.Vector
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// The object rotation in radians.
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rotation mx.Float
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// The not scaled offset vector from upper left corner
// which the object should be rotated around.
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around mx.Vector
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// If is not nil then the upper values will be relational to
// the parent ones.
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parent *Transform
// Dirty is true if we anyhow changed matrix.
dirty, parentDirty bool
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matrix, parentMatrice, parentInverted mx.Matrice
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}
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// Returns the default Transform structure.
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func T() Transform {
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ret := Transform{
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// Rotate around
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scale: mx.V2(1),
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// Rotate around the center.
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around: mx.V2(.5),
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}
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ret.dirty = true
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return ret
}
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// Returns whether it needs to be recalculated
// or not.
func (t *Transform) IsDirty() bool {
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return t.dirty || t.parentDirty
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}
// For implementing the Transformer on embedding.
func (t *Transform) GetTransform() *Transform {
return t
}
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// Set the absolute object position.
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func (t *Transform) SetPosition(position mx.Vector) *Transform {
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t.dirty = true
t.parentDirty = true
if t.parent == nil {
t.position = position
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return t
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}
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_, mi := t.parent.GetMatriceForParenting()
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t.position = position.Apply(mi)
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return t
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}
// Set the absolute object rotation.
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func (t *Transform) SetRotation(rotation mx.Float) *Transform {
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t.dirty = true
t.parentDirty = true
if t.parent == nil {
t.rotation = rotation
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return t
}
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t.rotation -= t.parent.GetRotation()
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return t
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}
// Set the absolute object scale.
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func (t *Transform) SetScale(scale mx.Vector) *Transform {
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t.dirty = true
t.parentDirty = true
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t.scale = scale
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return t
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}
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func (t *Transform) AddScale(add mx.Vector) *Transform {
t.dirty = true
//t.parentDirty = true
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t.scale = t.scale.Add(add)
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return t
}
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func (t *Transform) Scale(mul mx.Vector) *Transform {
t.dirty = true
t.scale = t.scale.Mul(mul)
return t
}
func (t *Transform) SetAround(around mx.Vector) *Transform {
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t.dirty = true
t.around = around
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return t
}
// Get the absolute representation of the transform.
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func (t *Transform) Abs() Transform {
if t.parent == nil {
return *t
}
ret := Transform{}
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ret.position = t.GetPosition()
ret.rotation = t.GetRotation()
ret.scale = t.GetScale()
ret.around = t.GetAround()
ret.dirty = true
ret.parentDirty = true
return ret
}
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func (t *Transform) Rel() Transform {
ret := *t
ret.parent = nil
return ret
}
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// Get the absolute object position.
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func (t *Transform) GetPosition() mx.Vector {
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if t.parent == nil {
return t.position
}
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pm, _ := t.parent.GetMatriceForParenting()
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return t.position.Apply(pm)
}
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// Move by the specified delta.
func (t *Transform) Move(v mx.Vector) {
t.SetPosition(t.GetPosition().Add(v))
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}
// Get the absolute object scale.
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func (t *Transform) GetScale() mx.Vector {
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return t.scale
}
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// Get the absolute object rotation.
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func (t *Transform) GetRotation() mx.Float {
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if t.parent == nil {
return t.rotation
}
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return t.rotation + t.parent.GetRotation()
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}
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func (t *Transform) Rotate(rot mx.Float) *Transform {
t.dirty = true
t.parentDirty = true
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t.rotation += rot
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return t
}
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func (t *Transform) GetAround() mx.Vector {
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return t.around
}
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// Returns true if the object is connected
// to some parent.
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func (t *Transform) IsConnected() bool {
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return t.parent != nil
}
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// Connect the object to another one making
// it its parent.
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func (t *Transform) Connect(parent Transformer) *Transform {
if parent == nil {
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return t
}
if t.parent != nil {
t.Disconnect()
}
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position := t.GetPosition()
rotation := t.GetRotation()
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t.parent = parent.GetTransform()
t.SetPosition(position)
t.SetRotation(rotation)
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return t
}
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// Disconnect from the parent.
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func (t *Transform) Disconnect() *Transform {
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if t.parent == nil {
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return t
}
*t = t.Abs()
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return t
}
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// Return the matrix and the inverted
// one for parenting children.
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func (t *Transform) GetMatriceForParenting(
) (mx.Matrice, mx.Matrice) {
var m, mi mx.Matrice
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if t.parentDirty {
//m.Scale(t.scale.X, t.scale.Y)
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m.Rotate(t.rotation)
m.Translate(t.position.X, t.position.Y)
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t.parentMatrice = m
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mi = m
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mi.Invert()
t.parentInverted = mi
t.parentDirty = false
} else {
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m = t.parentMatrice
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mi = t.parentInverted
}
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if t.parent != nil {
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pm, pmi := t.parent.GetMatriceForParenting()
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m.Concat(pm)
pmi.Concat(mi)
mi = pmi
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}
return m, mi
}
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// Returns the GeoM with corresponding
// to the transfrom transformation.
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func (t *Transform) GetMatrice() mx.Matrice {
var m, pm mx.Matrice
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// Calculating only if we changed the structure anyhow.
if t.dirty {
// Scale first.
m.Scale(t.scale.X, t.scale.Y)
// Then move and rotate.
m.Translate(
-t.around.X * t.scale.X,
-t.around.Y * t.scale.Y,
)
m.Rotate(t.rotation)
// And finally move to the absolute position.
m.Translate(t.position.X, t.position.Y)
t.matrix = m
// Setting the flag so we d
t.dirty = false
} else {
m = t.matrix
}
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if t.parent != nil {
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pm, _ = t.parent.GetMatriceForParenting()
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m.Concat(pm)
}
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return m
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}