Class reference

Transform2D

A 2×3 matrix representing a 2D transformation.

Description

The Transform2D built-in Variant type is a 2×3 matrix representing a transformation in 2D space. It contains three Vector2 values: x, y, and origin. Together, they can represent translation, rotation, scale, and skew. The x and y axes form a 2×2 matrix, known as the transform's basis. The length of each axis (Vector2.length()) influences the transform's scale, while the direction of all axes influence the rotation. Usually, both axes are perpendicular to one another. However, when you rotate one axis individually, the transform becomes skewed. Applying a skewed transform to a 2D sprite will make the sprite appear distorted. For a general introduction, see the Matrices and transforms tutorial. Note: Unlike Transform3D, there is no 2D equivalent to the Basis type. All mentions of "basis" refer to the x and y components of Transform2D.

Properties

Vector2 origin = Vector2(0, 0)

The translation offset of this transform, and the column 2 of the matrix. In 2D space, this can be seen as the position.

Vector2 x = Vector2(1, 0)

The transform basis's X axis, and the column 0 of the matrix. Combined with y, this represents the transform's rotation, scale, and skew. On the identity transform, this vector points right (Vector2.RIGHT).

Vector2 y = Vector2(0, 1)

The transform basis's Y axis, and the column 1 of the matrix. Combined with x, this represents the transform's rotation, scale, and skew. On the identity transform, this vector points down (Vector2.DOWN).

Constructors

Methods

Transform2D affine_inverse() const

Returns the inverted version of this transform. Unlike inverse(), this method works with almost any basis, including non-uniform ones, but is slower. Note: For this method to return correctly, the transform's basis needs to have a determinant that is not exactly 0.0 (see determinant()).

Vector2 basis_xform(Vector2 v) const

Returns a copy of the v vector, transformed (multiplied) by the transform basis's matrix. Unlike the multiplication operator (*), this method ignores the origin.

Vector2 basis_xform_inv(Vector2 v) const

Returns a copy of the v vector, transformed (multiplied) by the inverse transform basis's matrix (see inverse()). This method ignores the origin. Note: This method assumes that this transform's basis is orthonormal (see orthonormalized()). If the basis is not orthonormal, transform.affine_inverse().basis_xform(vector) should be used instead (see affine_inverse()).

float determinant() const

Returns the determinant of this transform basis's matrix. For advanced math, this number can be used to determine a few attributes: - If the determinant is exactly 0.0, the basis is not invertible (see inverse()). - If the determinant is a negative number, the basis represents a negative scale. Note: If the basis's scale is the same for every axis, its determinant is always that scale by the power of 2.

Vector2 get_origin() const

Returns this transform's translation. Equivalent to origin.

float get_rotation() const

Returns this transform's rotation (in radians). This is equivalent to x's angle (see Vector2.angle()).

Vector2 get_scale() const

Returns the length of both x and y, as a Vector2. If this transform's basis is not skewed, this value is the scaling factor. It is not affected by rotation.

				var my_transform = Transform2D(
					Vector2(2, 0),
					Vector2(0, 4),
					Vector2(0, 0)
				)
				# Rotating the Transform2D in any way preserves its scale.
				my_transform = my_transform.rotated(TAU / 2)

				print(my_transform.get_scale()) # Prints (2.0, 4.0)
				
				var myTransform = new Transform2D(
					Vector3(2.0f, 0.0f),
					Vector3(0.0f, 4.0f),
					Vector3(0.0f, 0.0f)
				);
				// Rotating the Transform2D in any way preserves its scale.
				myTransform = myTransform.Rotated(Mathf.Tau / 2.0f);

				GD.Print(myTransform.GetScale()); // Prints (2, 4)
				

Note: If the value returned by determinant() is negative, the scale is also negative.

float get_skew() const

Returns this transform's skew (in radians).

Transform2D interpolate_with(Transform2D xform, float weight) const

Returns the result of the linear interpolation between this transform and xform by the given weight. The weight should be between 0.0 and 1.0 (inclusive). Values outside this range are allowed and can be used to perform extrapolation instead.

bool is_conformal() const

Returns true if this transform's basis is conformal. A conformal basis is both orthogonal (the axes are perpendicular to each other) and uniform (the axes share the same length). This method can be especially useful during physics calculations.

Transform2D looking_at(Vector2 target = Vector2(0, 0)) const

Returns a copy of the transform rotated such that the rotated X-axis points towards the target position, in global space.

Transform2D orthonormalized() const

Returns a copy of this transform with its basis orthonormalized. An orthonormal basis is both orthogonal (the axes are perpendicular to each other) and normalized (the axes have a length of 1.0), which also means it can only represent a rotation.

Transform2D rotated(float angle) const

Returns a copy of this transform rotated by the given angle (in radians). If angle is positive, the transform is rotated clockwise. 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.

Transform2D rotated_local(float angle) const

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.

Transform2D scaled(Vector2 scale) const

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.

Transform2D scaled_local(Vector2 scale) const

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.

Transform2D translated(Vector2 offset) const

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.

Transform2D translated_local(Vector2 offset) const

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.

Constants

IDENTITY = Transform2D(1, 0, 0, 1, 0, 0)

The identity Transform2D. This is a transform with no translation, no rotation, and a scale of Vector2.ONE. This also means that: - The x points right (Vector2.RIGHT); - The y points down (Vector2.DOWN).

			var transform = Transform2D.IDENTITY
			print("| X | Y | Origin")
			print("| %.f | %.f | %.f" % [transform.x.x, transform.y.x, transform.origin.x])
			print("| %.f | %.f | %.f" % [transform.x.y, transform.y.y, transform.origin.y])
			# Prints:
			# | X | Y | Origin
			# | 1 | 0 | 0
			# | 0 | 1 | 0
			

If a Vector2, a Rect2, a PackedVector2Array, or another Transform2D is transformed (multiplied) by this constant, no transformation occurs. Note: In GDScript, this constant is equivalent to creating a Transform2D without any arguments. It can be used to make your code clearer, and for consistency with C#.

FLIP_X = Transform2D(-1, 0, 0, 1, 0, 0)

When any transform is multiplied by FLIP_X, it negates all components of the x axis (the X column). When FLIP_X is multiplied by any transform, it negates the Vector2.x component of all axes (the X row).

FLIP_Y = Transform2D(1, 0, 0, -1, 0, 0)

When any transform is multiplied by FLIP_Y, it negates all components of the y axis (the Y column). When FLIP_Y is multiplied by any transform, it negates the Vector2.y component of all axes (the Y row).

Operators

bool operator !=(Transform2D right)

Returns true if the components of both transforms are not equal. Note: Due to floating-point precision errors, consider using is_equal_approx() instead, which is more reliable.

Rect2 operator *(Rect2 right)

Transforms (multiplies) the Rect2 by this transformation matrix.

bool operator ==(Transform2D right)

Returns true if the components of both transforms are exactly equal. Note: Due to floating-point precision errors, consider using is_equal_approx() instead, which is more reliable.

Vector2 operator [](int index)

Accesses each axis (column) of this transform by their index. Index 0 is the same as x, index 1 is the same as y, and index 2 is the same as origin.

Tutorials

Source revision 5592dc3a7a61
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