2025-11-21 10:03:18 +08:00
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//! 2D transform implementation.
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//! 2D变换实现。
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use super::Vec2;
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use glam::Mat3;
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/// 2D transformation combining position, rotation, and scale.
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/// 组合位置、旋转和缩放的2D变换。
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///
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/// # Examples | 示例
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/// ```rust
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2025-12-03 22:15:22 +08:00
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/// use es_engine::math::{Transform2D, Vec2};
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2025-11-21 10:03:18 +08:00
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/// let mut transform = Transform2D::new();
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/// transform.position = Vec2::new(100.0, 200.0);
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/// transform.rotation = std::f32::consts::PI / 4.0; // 45 degrees
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/// transform.scale = Vec2::new(2.0, 2.0);
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///
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/// let matrix = transform.to_matrix();
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/// ```
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub struct Transform2D {
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/// Position in world space.
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/// 世界空间中的位置。
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pub position: Vec2,
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/// Rotation in radians.
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/// 旋转角度(弧度)。
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pub rotation: f32,
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/// Scale factor.
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/// 缩放因子。
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pub scale: Vec2,
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/// Origin point for rotation and scaling (0-1 range, relative to size).
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/// 旋转和缩放的原点(0-1范围,相对于尺寸)。
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pub origin: Vec2,
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}
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impl Default for Transform2D {
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fn default() -> Self {
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Self {
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position: Vec2::ZERO,
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rotation: 0.0,
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scale: Vec2::new(1.0, 1.0),
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origin: Vec2::new(0.5, 0.5), // Center by default | 默认居中
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}
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}
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}
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impl Transform2D {
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/// Create a new transform with default values.
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/// 使用默认值创建新变换。
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#[inline]
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pub fn new() -> Self {
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Self::default()
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}
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/// Create a transform with specified position.
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/// 使用指定位置创建变换。
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#[inline]
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pub fn from_position(x: f32, y: f32) -> Self {
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Self {
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position: Vec2::new(x, y),
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..Default::default()
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}
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}
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/// Create a transform with position, rotation, and scale.
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/// 使用位置、旋转和缩放创建变换。
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#[inline]
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pub fn from_pos_rot_scale(position: Vec2, rotation: f32, scale: Vec2) -> Self {
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Self {
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position,
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rotation,
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scale,
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..Default::default()
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}
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}
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/// Convert to a 3x3 transformation matrix.
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/// 转换为3x3变换矩阵。
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///
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/// The matrix is constructed as: T * R * S (translate, rotate, scale).
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/// 矩阵构造顺序为:T * R * S(平移、旋转、缩放)。
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pub fn to_matrix(&self) -> Mat3 {
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let cos = self.rotation.cos();
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let sin = self.rotation.sin();
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// Construct TRS matrix directly for performance
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// 直接构造TRS矩阵以提高性能
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Mat3::from_cols(
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glam::Vec3::new(cos * self.scale.x, sin * self.scale.x, 0.0),
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glam::Vec3::new(-sin * self.scale.y, cos * self.scale.y, 0.0),
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glam::Vec3::new(self.position.x, self.position.y, 1.0),
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)
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}
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/// Convert to a 3x3 matrix with origin offset applied.
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/// 转换为应用原点偏移的3x3矩阵。
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///
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/// # Arguments | 参数
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/// * `width` - Sprite width | 精灵宽度
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/// * `height` - Sprite height | 精灵高度
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pub fn to_matrix_with_origin(&self, width: f32, height: f32) -> Mat3 {
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let ox = -self.origin.x * width * self.scale.x;
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let oy = -self.origin.y * height * self.scale.y;
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let cos = self.rotation.cos();
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let sin = self.rotation.sin();
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// Apply origin offset after rotation
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// 在旋转后应用原点偏移
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let tx = self.position.x + ox * cos - oy * sin;
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let ty = self.position.y + ox * sin + oy * cos;
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Mat3::from_cols(
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glam::Vec3::new(cos * self.scale.x, sin * self.scale.x, 0.0),
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glam::Vec3::new(-sin * self.scale.y, cos * self.scale.y, 0.0),
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glam::Vec3::new(tx, ty, 1.0),
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)
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}
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/// Transform a local point to world space.
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/// 将局部点变换到世界空间。
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#[inline]
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pub fn transform_point(&self, point: Vec2) -> Vec2 {
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let rotated = point.rotate(self.rotation);
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Vec2::new(
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rotated.x * self.scale.x + self.position.x,
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rotated.y * self.scale.y + self.position.y,
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)
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}
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/// Inverse transform a world point to local space.
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/// 将世界点反变换到局部空间。
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#[inline]
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pub fn inverse_transform_point(&self, point: Vec2) -> Vec2 {
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let local = Vec2::new(
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(point.x - self.position.x) / self.scale.x,
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(point.y - self.position.y) / self.scale.y,
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);
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local.rotate(-self.rotation)
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}
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/// Translate the transform by a delta.
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/// 按增量平移变换。
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#[inline]
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pub fn translate(&mut self, delta: Vec2) {
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self.position = self.position + delta;
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}
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/// Rotate the transform by an angle (in radians).
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/// 按角度旋转变换(弧度)。
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#[inline]
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pub fn rotate(&mut self, angle: f32) {
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self.rotation += angle;
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}
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/// Scale the transform by a factor.
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/// 按因子缩放变换。
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#[inline]
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pub fn scale_by(&mut self, factor: Vec2) {
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self.scale = Vec2::new(self.scale.x * factor.x, self.scale.y * factor.y);
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}
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}
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