Magic_Game/core/math/Transform.hpp

70 lines
2.1 KiB
C++
Raw Normal View History

2018-10-03 22:02:46 +08:00
// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include "../base/BaseTypes.h"
#include "Matrix.hpp"
2018-09-07 00:28:54 +08:00
2018-11-08 00:21:59 +08:00
namespace easy2d
2018-09-07 00:28:54 +08:00
{
namespace math
2018-11-08 00:21:59 +08:00
{
class Transform
2018-11-08 00:21:59 +08:00
{
public:
Size size; // <20><>С
float rotation; // <20><>ת
math::Vector2 position; // <20><><EFBFBD><EFBFBD>
math::Vector2 scale; // <20><><EFBFBD><EFBFBD>
math::Vector2 skew; // <20><><EFBFBD>нǶ<D0BD>
math::Vector2 pivot; // ֧<><D6A7>
public:
Transform()
: position()
, size()
, rotation(0)
, scale(1.f, 1.f)
, skew(0.f, 0.f)
, pivot(0.f, 0.f)
{}
inline Matrix ToMatrix() const
{
auto center = Vector2{ size.width * pivot.x, size.height * pivot.y };
return Matrix{}.Scale(scale.x, scale.y, center)
.Skew(skew.x, skew.y, center)
.Rotate(rotation, center)
.Translate(position - center);
}
bool operator== (const Transform& other) const
{
return position == other.position &&
size == other.size &&
scale == other.scale &&
skew == other.skew &&
rotation == other.rotation &&
pivot == other.pivot;
}
};
2018-11-08 00:21:59 +08:00
}
}