struct
Godot::Transform2D
- Godot::Transform2D
- Struct
- Value
- Object
Overview
A 2x3 matrix (2 column vectors + origin) used for 2D affine transformations with 32-bit floating point precision.
Defined in:
libgodot/types/transform2d.crConstant Summary
-
FLIP_X =
Transform2D.new(Vector2.new(-1.0_f32, 0.0_f32), Vector2.new(0.0_f32, 1.0_f32), Vector2.new(0.0_f32, 0.0_f32)) -
FLIP_Y =
Transform2D.new(Vector2.new(1.0_f32, 0.0_f32), Vector2.new(0.0_f32, -1.0_f32), Vector2.new(0.0_f32, 0.0_f32)) -
IDENTITY =
Transform2D.new
Constructors
- .new(x : Vector2 = Vector2.new(1.0_f32, 0.0_f32), y : Vector2 = Vector2.new(0.0_f32, 1.0_f32), origin : Vector2 = Vector2.new(0.0_f32, 0.0_f32))
- .new(rot_radians : Number, pos : Vector2)
- .new(pointer : Pointer(Void))
Instance Method Summary
- #!=(other : Transform2D) : Bool
- #*(vec : Vector2) : Vector2
- #*(other : Transform2D) : Transform2D
- #==(other : Transform2D) : Bool
- #affine_inverse : Transform2D
- #determinant : Float32
- #get_origin : Vector2
- #get_rotation : Float32
- #get_scale : Vector2
- #interpolate_with(other : Transform2D, weight : Number) : Transform2D
- #inverse : Transform2D
- #is_equal_approx(other : Transform2D) : Bool
- #origin : Vector2
- #origin=(origin : Vector2)
- #orthonormalized : Transform2D
- #rotated(angle : Number) : Transform2D
- #scaled(scale : Vector2) : Transform2D
-
#to_s(io : IO) : Void
Same as
#inspect(io). - #translated(offset : Vector2) : Transform2D
- #x : Vector2
- #x=(x : Vector2)
- #y : Vector2
- #y=(y : Vector2)
Constructor Detail
def self.new(x : Vector2 = Vector2.new(1.0_f32, 0.0_f32), y : Vector2 = Vector2.new(0.0_f32, 1.0_f32), origin : Vector2 = Vector2.new(0.0_f32, 0.0_f32))
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