Magic_Game/core/math/Transform.h

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// 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 "../base/Size.h"
#include "Matrix.hpp"
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namespace easy2d
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{
namespace math
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{
class Transform
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{
public:
Point position; // <20><><EFBFBD><EFBFBD>
Size size; // <20><>С
float scale_x; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float scale_y; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float rotation; // <20><>ת
float skew_x; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
float skew_y; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
float pivot_x; // ֧<><D6A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float pivot_y; // ֧<><D6A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public:
Transform();
Matrix ToMatrix() const;
bool operator== (const Transform& other) const;
};
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}
}