| 
									
										
										
										
											2018-11-08 21:39:26 +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 "vector.hpp"
 | 
					
						
							| 
									
										
										
										
											2018-11-12 02:10:35 +08:00
										 |  |  | #include <d2d1.h>
 | 
					
						
							| 
									
										
										
										
											2018-11-08 21:39:26 +08:00
										 |  |  | 
 | 
					
						
							|  |  |  | namespace easy2d | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	namespace math | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		class Matrix | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			float _11; | 
					
						
							|  |  |  | 			float _12; | 
					
						
							|  |  |  | 			float _21; | 
					
						
							|  |  |  | 			float _22; | 
					
						
							|  |  |  | 			float _31; | 
					
						
							|  |  |  | 			float _32; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		public: | 
					
						
							|  |  |  | 			Matrix() | 
					
						
							|  |  |  | 				: _11(1.f) | 
					
						
							|  |  |  | 				, _12(0.f) | 
					
						
							|  |  |  | 				, _21(0.f) | 
					
						
							|  |  |  | 				, _22(1.f) | 
					
						
							|  |  |  | 				, _31(0.f) | 
					
						
							|  |  |  | 				, _32(0.f) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			Matrix( | 
					
						
							|  |  |  | 				float _11, | 
					
						
							|  |  |  | 				float _12, | 
					
						
							|  |  |  | 				float _21, | 
					
						
							|  |  |  | 				float _22, | 
					
						
							|  |  |  | 				float _31, | 
					
						
							|  |  |  | 				float _32) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				this->_11 = _11; | 
					
						
							|  |  |  | 				this->_12 = _12; | 
					
						
							|  |  |  | 				this->_21 = _21; | 
					
						
							|  |  |  | 				this->_22 = _22; | 
					
						
							|  |  |  | 				this->_31 = _31; | 
					
						
							|  |  |  | 				this->_32 = _32; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			inline Matrix operator*(const Matrix &matrix) const | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				return Matrix( | 
					
						
							|  |  |  | 					_11 * matrix._11 + _12 * matrix._21, | 
					
						
							|  |  |  | 					_11 * matrix._12 + _12 * matrix._22, | 
					
						
							|  |  |  | 					_21 * matrix._11 + _22 * matrix._21, | 
					
						
							|  |  |  | 					_21 * matrix._12 + _22 * matrix._22, | 
					
						
							|  |  |  | 					_31 * matrix._11 + _32 * matrix._21 + matrix._31, | 
					
						
							|  |  |  | 					_31 * matrix._12 + _32 * matrix._22 + matrix._32 | 
					
						
							|  |  |  | 				); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-11-12 02:10:35 +08:00
										 |  |  | 			inline operator D2D1_MATRIX_3X2_F () const | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				return D2D1_MATRIX_3X2_F{ | 
					
						
							|  |  |  | 					_11, _12, | 
					
						
							|  |  |  | 					_21, _22, | 
					
						
							|  |  |  | 					_31, _32 | 
					
						
							|  |  |  | 				}; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-11-08 21:39:26 +08:00
										 |  |  | 			inline Matrix& Identity() | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				_11 = 1.f; | 
					
						
							|  |  |  | 				_12 = 0.f; | 
					
						
							|  |  |  | 				_21 = 0.f; | 
					
						
							|  |  |  | 				_22 = 1.f; | 
					
						
							|  |  |  | 				_31 = 0.f; | 
					
						
							|  |  |  | 				_32 = 0.f; | 
					
						
							|  |  |  | 				return *this; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			inline Matrix& Translate(const Vector2& v) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				*this = *this * Matrix::Translation(v); | 
					
						
							|  |  |  | 				return *this; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-11-12 02:10:35 +08:00
										 |  |  | 			inline Matrix& Translate(float x, float y) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				*this = *this * Matrix::Translation(x, y); | 
					
						
							|  |  |  | 				return *this; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-11-08 21:39:26 +08:00
										 |  |  | 			inline Matrix& Scale(const Vector2& v, const Vector2& center) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				*this = *this * Matrix::Scaling(v, center); | 
					
						
							|  |  |  | 				return *this; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-11-12 20:46:54 +08:00
										 |  |  | 			inline Matrix& Scale(float scale_x, float scale_y, const Vector2& center) | 
					
						
							| 
									
										
										
										
											2018-11-12 02:10:35 +08:00
										 |  |  | 			{ | 
					
						
							| 
									
										
										
										
											2018-11-12 20:46:54 +08:00
										 |  |  | 				*this = *this * Matrix::Scaling(scale_x, scale_y, center); | 
					
						
							| 
									
										
										
										
											2018-11-12 02:10:35 +08:00
										 |  |  | 				return *this; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-11-08 21:39:26 +08:00
										 |  |  | 			inline Matrix& Rotate(float angle, const Vector2& center) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				*this = *this * Matrix::Rotation(angle, center); | 
					
						
							|  |  |  | 				return *this; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			inline Matrix& Skew(float angle_x, float angle_y, const Vector2& center) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				*this = *this * Matrix::Skewing(angle_x, angle_y, center); | 
					
						
							|  |  |  | 				return *this; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			inline float Determinant() const | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				return (_11 * _22) - (_12 * _21); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			inline bool IsIdentity() const | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				return	_11 == 1.f && _12 == 0.f && | 
					
						
							|  |  |  | 						_21 == 0.f && _22 == 1.f && | 
					
						
							|  |  |  | 						_31 == 0.f && _32 == 0.f; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			Vector2 Transform(const Vector2& v) const | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				return Vector2( | 
					
						
							|  |  |  | 					v.x * _11 + v.y * _21 + _31, | 
					
						
							|  |  |  | 					v.x * _12 + v.y * _22 + _32 | 
					
						
							|  |  |  | 				); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			static Matrix Translation(const Vector2& v) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				return Matrix( | 
					
						
							|  |  |  | 					1.f, 0.f, | 
					
						
							|  |  |  | 					0.f, 1.f, | 
					
						
							|  |  |  | 					v.x, v.y | 
					
						
							|  |  |  | 				); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			static Matrix Translation( | 
					
						
							|  |  |  | 				float x, | 
					
						
							|  |  |  | 				float y) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				return Translation(Vector2(x, y)); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			static Matrix Scaling( | 
					
						
							|  |  |  | 				const Vector2& v, | 
					
						
							|  |  |  | 				const Vector2& center = Vector2()) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				return Matrix( | 
					
						
							|  |  |  | 					v.x, 0.f, | 
					
						
							|  |  |  | 					0.f, v.y, | 
					
						
							|  |  |  | 					center.x - v.x * center.x, | 
					
						
							|  |  |  | 					center.y - v.y * center.y | 
					
						
							|  |  |  | 				); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			static Matrix Scaling( | 
					
						
							|  |  |  | 				float x, | 
					
						
							|  |  |  | 				float y, | 
					
						
							|  |  |  | 				const Vector2& center = Vector2()) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				return Scaling(Vector2(x, y), center); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			static Matrix Rotation( | 
					
						
							|  |  |  | 				float angle, | 
					
						
							|  |  |  | 				const Vector2& center = Vector2()) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				float s = math::Sin(angle); | 
					
						
							|  |  |  | 				float c = math::Cos(angle); | 
					
						
							|  |  |  | 				return Matrix( | 
					
						
							|  |  |  | 					c, s, | 
					
						
							|  |  |  | 					-s, c, | 
					
						
							|  |  |  | 					center.x * (1 - c) + center.y * s, | 
					
						
							|  |  |  | 					center.y * (1 - c) - center.x * s | 
					
						
							|  |  |  | 				); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			static Matrix Skewing( | 
					
						
							|  |  |  | 				float angle_x, | 
					
						
							|  |  |  | 				float angle_y, | 
					
						
							|  |  |  | 				const Vector2& center = Vector2()) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				float tx = math::Tan(angle_x); | 
					
						
							|  |  |  | 				float ty = math::Tan(angle_y); | 
					
						
							|  |  |  | 				return Matrix( | 
					
						
							|  |  |  | 					1.f, tx, | 
					
						
							|  |  |  | 					ty, 1.f, | 
					
						
							|  |  |  | 					-center.y * tx, -center.x * ty | 
					
						
							|  |  |  | 				); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		}; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } |