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esengine/packages/engine/src/math/transform.rs

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