Struct godot::prelude::Transform2D
#[repr(C)]pub struct Transform2D {
pub a: Vector2,
pub b: Vector2,
pub origin: Vector2,
}
Expand description
Affine 2D transform (2x3 matrix).
Represents transformations such as translation, rotation, or scaling.
Expressed as a 2x3 matrix, this transform consists of a two column vectors
a
and b
representing the basis of the transform, as well as the origin:
[ a.x b.x origin.x ]
[ a.y b.y origin.y ]
Fields§
§a: Vector2
The first basis vector.
Godot equivalent: Transform2D.x
, see Basis
for why it’s changed
b: Vector2
The second basis vector.
Godot equivalent: Transform2D.y
, see Basis
for why it’s changed
origin: Vector2
The origin of the transform. The coordinate space defined by this transform starts at this point.
Godot equivalent: Transform2D.origin
Implementations§
§impl Transform2D
impl Transform2D
pub const IDENTITY: Transform2D = _
pub const IDENTITY: Transform2D = _
The identity transform, with no translation, rotation or scaling
applied. When applied to other data structures, IDENTITY
performs no
transformation.
Godot equivalent: Transform2D.IDENTITY
pub const FLIP_X: Transform2D = _
pub const FLIP_X: Transform2D = _
The Transform2D
that will flip something along its X axis.
Godot equivalent: Transform2D.FLIP_X
pub const FLIP_Y: Transform2D = _
pub const FLIP_Y: Transform2D = _
The Transform2D
that will flip something along its Y axis.
Godot equivalent: Transform2D.FLIP_Y
pub const fn from_cols(a: Vector2, b: Vector2, origin: Vector2) -> Transform2D
pub const fn from_cols(a: Vector2, b: Vector2, origin: Vector2) -> Transform2D
Create a new Transform2D
with the given column vectors.
Godot equivalent: Transform2D(Vector2 x_axis, Vector2 y_axis, Vector2 origin)
, see Basis
for why it’s
changed
pub fn from_angle(angle: f32) -> Transform2D
pub fn from_angle(angle: f32) -> Transform2D
Create a new Transform2D
which will rotate by the given angle.
pub fn from_angle_origin(angle: f32, origin: Vector2) -> Transform2D
pub fn from_angle_origin(angle: f32, origin: Vector2) -> Transform2D
Create a new Transform2D
which will rotate by angle
and translate
by origin
.
Godot equivalent: Transform2D(float rotation, Vector2 position)
pub fn from_angle_scale_skew_origin(
angle: f32,
scale: Vector2,
skew: f32,
origin: Vector2,
) -> Transform2D
pub fn from_angle_scale_skew_origin( angle: f32, scale: Vector2, skew: f32, origin: Vector2, ) -> Transform2D
Create a new Transform2D
which will rotate by angle
, scale by
scale
, skew by skew
and translate by origin
.
Godot equivalent: Transform2D(float rotation, Vector2 scale, float skew, Vector2 position)
pub fn affine_inverse(&self) -> Transform2D
pub fn affine_inverse(&self) -> Transform2D
Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation.
Godot equivalent: Transform2D.affine_inverse()
pub fn determinant(&self) -> f32
pub fn determinant(&self) -> f32
Returns the determinant of the basis matrix.
If the basis is uniformly scaled, then its determinant equals the square of the scale factor.
A negative determinant means the basis was flipped, so one part of the scale is negative. A zero determinant means the basis isn’t invertible, and is usually considered invalid.
Godot equivalent: Transform2D.determinant()
pub fn rotation(&self) -> f32
pub fn rotation(&self) -> f32
Returns the transform’s rotation (in radians).
Godot equivalent: Transform2D.get_rotation()
pub fn scale(&self) -> Vector2
pub fn scale(&self) -> Vector2
Returns the transform’s scale.
Godot equivalent: Transform2D.get_scale()
pub fn skew(&self) -> f32
pub fn skew(&self) -> f32
Returns the transform’s skew (in radians).
Godot equivalent: Transform2D.get_skew()
pub fn interpolate_with(&self, other: &Transform2D, weight: f32) -> Transform2D
pub fn interpolate_with(&self, other: &Transform2D, weight: f32) -> Transform2D
Returns a transform interpolated between this transform and another by
a given weight
(on the range of 0.0 to 1.0).
Godot equivalent: Transform2D.interpolate_with()
pub fn is_finite(&self) -> bool
pub fn is_finite(&self) -> bool
Returns true
if this transform is finite, by calling
Vector2::is_finite()
on each component.
Godot equivalent: Transform2D.is_finite()
pub fn orthonormalized(&self) -> Transform2D
pub fn orthonormalized(&self) -> Transform2D
Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1).
Godot equivalent: Transform2D.orthonormalized()
pub fn rotated(&self, angle: f32) -> Transform2D
pub fn rotated(&self, angle: f32) -> Transform2D
Returns a copy of the transform rotated by the given angle
(in radians).
This method is an optimized version of multiplying the given transform X
with a corresponding rotation transform R
from the left, i.e., R * X
.
This can be seen as transforming with respect to the global/parent frame.
Godot equivalent: Transform2D.rotated()
pub fn rotated_local(&self, angle: f32) -> Transform2D
pub fn rotated_local(&self, angle: f32) -> Transform2D
Returns a copy of the transform rotated by the given angle
(in radians).
This method is an optimized version of multiplying the given transform X
with a corresponding rotation transform R
from the right, i.e., X * R
.
This can be seen as transforming with respect to the local frame.
Godot equivalent: Transform2D.rotated_local()
pub fn scaled(&self, scale: Vector2) -> Transform2D
pub fn scaled(&self, scale: Vector2) -> Transform2D
Returns a copy of the transform scaled by the given scale factor.
This method is an optimized version of multiplying the given transform X
with a corresponding scaling transform S
from the left, i.e., S * X
.
This can be seen as transforming with respect to the global/parent frame.
Godot equivalent: Transform2D.scaled()
pub fn scaled_local(&self, scale: Vector2) -> Transform2D
pub fn scaled_local(&self, scale: Vector2) -> Transform2D
Returns a copy of the transform scaled by the given scale factor.
This method is an optimized version of multiplying the given transform X
with a corresponding scaling transform S
from the right, i.e., X * S
.
This can be seen as transforming with respect to the local frame.
Godot equivalent: Transform2D.scaled_local()
pub fn translated(&self, offset: Vector2) -> Transform2D
pub fn translated(&self, offset: Vector2) -> Transform2D
Returns a copy of the transform translated by the given offset.
This method is an optimized version of multiplying the given transform X
with a corresponding translation transform T
from the left, i.e., T * X
.
This can be seen as transforming with respect to the global/parent frame.
Godot equivalent: Transform2D.translated()
pub fn translated_local(&self, offset: Vector2) -> Transform2D
pub fn translated_local(&self, offset: Vector2) -> Transform2D
Returns a copy of the transform translated by the given offset.
This method is an optimized version of multiplying the given transform X
with a corresponding translation transform T
from the right, i.e., X * T
.
This can be seen as transforming with respect to the local frame.
Godot equivalent: Transform2D.translated()
pub fn basis_xform(&self, v: Vector2) -> Vector2
pub fn basis_xform(&self, v: Vector2) -> Vector2
Returns a vector transformed (multiplied) by the basis matrix. This method does not account for translation (the origin vector).
Godot equivalent: Transform2D.basis_xform()
pub fn basis_xform_inv(&self, v: Vector2) -> Vector2
pub fn basis_xform_inv(&self, v: Vector2) -> Vector2
Returns a vector transformed (multiplied) by the inverse basis matrix. This method does not account for translation (the origin vector).
Godot equivalent: Transform2D.basis_xform_inv()
Trait Implementations§
§impl ApproxEq for Transform2D
impl ApproxEq for Transform2D
§fn approx_eq(&self, other: &Transform2D) -> bool
fn approx_eq(&self, other: &Transform2D) -> bool
Returns if the two transforms are approximately equal, by comparing each component separately.
§impl Clone for Transform2D
impl Clone for Transform2D
§fn clone(&self) -> Transform2D
fn clone(&self) -> Transform2D
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read more§impl Debug for Transform2D
impl Debug for Transform2D
§impl Default for Transform2D
impl Default for Transform2D
§fn default() -> Transform2D
fn default() -> Transform2D
§impl Display for Transform2D
impl Display for Transform2D
§impl Export for Transform2D
impl Export for Transform2D
§fn default_export_info() -> PropertyHintInfo
fn default_export_info() -> PropertyHintInfo
§impl FromGodot for Transform2D
impl FromGodot for Transform2D
§fn try_from_godot(
via: <Transform2D as GodotConvert>::Via,
) -> Result<Transform2D, ConvertError>
fn try_from_godot( via: <Transform2D as GodotConvert>::Via, ) -> Result<Transform2D, ConvertError>
Err
on failure.§fn from_godot(via: Self::Via) -> Self
fn from_godot(via: Self::Via) -> Self
§fn try_from_variant(variant: &Variant) -> Result<Self, ConvertError>
fn try_from_variant(variant: &Variant) -> Result<Self, ConvertError>
Variant
, returning Err
on failure.§fn from_variant(variant: &Variant) -> Self
fn from_variant(variant: &Variant) -> Self
§impl GodotConvert for Transform2D
impl GodotConvert for Transform2D
§type Via = Transform2D
type Via = Transform2D
Self
is represented in Godot.§impl Mul<Rect2> for Transform2D
impl Mul<Rect2> for Transform2D
§impl Mul<Vector2> for Transform2D
impl Mul<Vector2> for Transform2D
§impl Mul<f32> for Transform2D
impl Mul<f32> for Transform2D
§impl Mul for Transform2D
impl Mul for Transform2D
§type Output = Transform2D
type Output = Transform2D
*
operator.§fn mul(self, rhs: Transform2D) -> <Transform2D as Mul>::Output
fn mul(self, rhs: Transform2D) -> <Transform2D as Mul>::Output
*
operation. Read more§impl PartialEq for Transform2D
impl PartialEq for Transform2D
§fn eq(&self, other: &Transform2D) -> bool
fn eq(&self, other: &Transform2D) -> bool
self
and other
values to be equal, and is used
by ==
.§impl ToGodot for Transform2D
impl ToGodot for Transform2D
§fn to_godot(&self) -> <Transform2D as GodotConvert>::Via
fn to_godot(&self) -> <Transform2D as GodotConvert>::Via
§fn into_godot(self) -> <Transform2D as GodotConvert>::Via
fn into_godot(self) -> <Transform2D as GodotConvert>::Via
§fn to_variant(&self) -> Variant
fn to_variant(&self) -> Variant
§impl TypeStringHint for Transform2D
impl TypeStringHint for Transform2D
§fn type_string() -> String
fn type_string() -> String
§impl Var for Transform2D
impl Var for Transform2D
fn get_property(&self) -> <Transform2D as GodotConvert>::Via
fn set_property(&mut self, value: <Transform2D as GodotConvert>::Via)
fn property_hint() -> PropertyHintInfo
impl ArrayElement for Transform2D
impl Copy for Transform2D
impl GodotType for Transform2D
impl StructuralPartialEq for Transform2D
Auto Trait Implementations§
impl Freeze for Transform2D
impl RefUnwindSafe for Transform2D
impl Send for Transform2D
impl Sync for Transform2D
impl Unpin for Transform2D
impl UnwindSafe for Transform2D
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
source§default unsafe fn clone_to_uninit(&self, dst: *mut T)
default unsafe fn clone_to_uninit(&self, dst: *mut T)
clone_to_uninit
)source§impl<T> CloneToUninit for Twhere
T: Copy,
impl<T> CloneToUninit for Twhere
T: Copy,
source§unsafe fn clone_to_uninit(&self, dst: *mut T)
unsafe fn clone_to_uninit(&self, dst: *mut T)
clone_to_uninit
)