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use ::math::{Vec2, Mat2}; pub struct Transform { pub position: Vec2, rotation: f32, rot_matrix: Mat2, } impl Transform { pub fn new(position: Vec2, rotation: f32) -> Transform { Transform { position, rotation, rot_matrix: Mat2::rotation(rotation), } } pub fn rotation(&self) -> f32 { self.rotation } pub fn set_rotation(&mut self, rotation: f32) { self.rotation = rotation; self.rot_matrix = Mat2::rotation(rotation); } /// Returns the world space position for the given local space position with respect to this `Transform`. /// /// The local space position is first rotated by the world space rotation matrix and then translated by the /// world space position. /// /// # Examples /// ``` /// # use physics2d::Transform; /// # use physics2d::{Vec2, math}; /// /// let t = Transform::new(Vec2::new(1.0, 2.0), math::PI / 2.0); /// /// assert_eq!(t.world_pos(&Vec2::ZERO), Vec2::new(1.0, 2.0)); /// assert_eq!(t.world_pos(&Vec2::new(1.0, 1.0)), Vec2::new(0.0, 3.0)); /// ``` pub fn world_pos(&self, local_pos: &Vec2) -> Vec2 { self.rot_matrix * local_pos + self.position } /// Returns the world space direction for the given local space direction with respect to this `Transform`. /// /// The local space direction is rotated by the world space rotation matrix. /// /// # Examples /// ``` /// # use physics2d::Transform; /// # use physics2d::{Vec2, math}; /// /// let t = Transform::new(Vec2::new(1000.01, 333.333), math::PI / 2.0); /// /// assert!((t.world_dir(&Vec2::RIGHT) - Vec2::UP).len() < 1e-07); /// ``` pub fn world_dir(&self, local_dir: &Vec2) -> Vec2 { self.rot_matrix * local_dir } /// Returns the local space position with respect to this `Transform` for the given world space position. /// /// The world space position is first brought relative to the local origin and then rotated to be relative /// to the local space rotation. /// /// # Examples /// ``` /// # use physics2d::Transform; /// # use physics2d::{Vec2, math}; /// /// let t = Transform::new(Vec2::new(1.0, 2.0), math::PI / 2.0); /// /// assert_eq!(t.local_pos(&Vec2::new(1.0, 2.0)), Vec2::ZERO); /// assert!((t.local_pos(&Vec2::new(1.0, 3.0)) - Vec2::new(1.0, 0.0)).len() < 1e-07); /// ``` pub fn local_pos(&self, world_pos: &Vec2) -> Vec2 { self.rot_matrix.transpose() * (world_pos - self.position) } /// Returns the local space direction with respect to this `Transform` for the given world space direction. /// /// The world space direction is rotated to be relative to the local space rotation. /// /// # Examples /// ``` /// # use physics2d::Transform; /// # use physics2d::{Vec2, math}; /// /// let t = Transform::new(Vec2::new(1000.01, 333.333), math::PI / 2.0); /// /// assert!((t.local_dir(&Vec2::UP) - Vec2::RIGHT).len() < 1e-07); /// ``` pub fn local_dir(&self, world_dir: &Vec2) -> Vec2 { self.rot_matrix.transpose() * world_dir } }