197 lines
4.2 KiB
C++
197 lines
4.2 KiB
C++
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// Copyright (c) 2016-2018 Easy2D - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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#include "vector.hpp"
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namespace easy2d
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{
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namespace math
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{
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class Matrix
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{
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float _11;
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float _12;
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float _21;
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float _22;
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float _31;
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float _32;
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public:
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Matrix()
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: _11(1.f)
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, _12(0.f)
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, _21(0.f)
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, _22(1.f)
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, _31(0.f)
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, _32(0.f)
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{
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}
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Matrix(
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float _11,
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float _12,
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float _21,
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float _22,
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float _31,
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float _32)
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{
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this->_11 = _11;
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this->_12 = _12;
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this->_21 = _21;
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this->_22 = _22;
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this->_31 = _31;
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this->_32 = _32;
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}
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inline Matrix operator*(const Matrix &matrix) const
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{
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return Matrix(
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_11 * matrix._11 + _12 * matrix._21,
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_11 * matrix._12 + _12 * matrix._22,
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_21 * matrix._11 + _22 * matrix._21,
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_21 * matrix._12 + _22 * matrix._22,
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_31 * matrix._11 + _32 * matrix._21 + matrix._31,
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_31 * matrix._12 + _32 * matrix._22 + matrix._32
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);
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}
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inline Matrix& Identity()
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{
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_11 = 1.f;
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_12 = 0.f;
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_21 = 0.f;
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_22 = 1.f;
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_31 = 0.f;
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_32 = 0.f;
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return *this;
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}
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inline Matrix& Translate(const Vector2& v)
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{
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*this = *this * Matrix::Translation(v);
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return *this;
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}
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inline Matrix& Scale(const Vector2& v, const Vector2& center)
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{
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*this = *this * Matrix::Scaling(v, center);
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return *this;
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}
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inline Matrix& Rotate(float angle, const Vector2& center)
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{
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*this = *this * Matrix::Rotation(angle, center);
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return *this;
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}
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inline Matrix& Skew(float angle_x, float angle_y, const Vector2& center)
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{
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*this = *this * Matrix::Skewing(angle_x, angle_y, center);
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return *this;
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}
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inline float Determinant() const
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{
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return (_11 * _22) - (_12 * _21);
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}
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inline bool IsIdentity() const
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{
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return _11 == 1.f && _12 == 0.f &&
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_21 == 0.f && _22 == 1.f &&
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_31 == 0.f && _32 == 0.f;
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}
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Vector2 Transform(const Vector2& v) const
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{
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return Vector2(
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v.x * _11 + v.y * _21 + _31,
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v.x * _12 + v.y * _22 + _32
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);
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}
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static Matrix Translation(const Vector2& v)
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{
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return Matrix(
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1.f, 0.f,
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0.f, 1.f,
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v.x, v.y
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);
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}
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static Matrix Translation(
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float x,
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float y)
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{
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return Translation(Vector2(x, y));
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}
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static Matrix Scaling(
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const Vector2& v,
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const Vector2& center = Vector2())
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{
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return Matrix(
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v.x, 0.f,
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0.f, v.y,
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center.x - v.x * center.x,
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center.y - v.y * center.y
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);
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}
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static Matrix Scaling(
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float x,
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float y,
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const Vector2& center = Vector2())
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{
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return Scaling(Vector2(x, y), center);
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}
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static Matrix Rotation(
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float angle,
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const Vector2& center = Vector2())
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{
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float s = math::Sin(angle);
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float c = math::Cos(angle);
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return Matrix(
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c, s,
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-s, c,
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center.x * (1 - c) + center.y * s,
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center.y * (1 - c) - center.x * s
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);
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}
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static Matrix Skewing(
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float angle_x,
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float angle_y,
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const Vector2& center = Vector2())
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{
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float tx = math::Tan(angle_x);
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float ty = math::Tan(angle_y);
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return Matrix(
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1.f, tx,
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ty, 1.f,
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-center.y * tx, -center.x * ty
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);
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}
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};
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}
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}
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