parent
1e16f9d815
commit
e9127832d7
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@ -73,7 +73,7 @@
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<ClInclude Include="..\..\src\easy2d.h" />
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<ClInclude Include="..\..\src\easy2d.h" />
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<ClInclude Include="..\..\src\math\constants.hpp" />
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<ClInclude Include="..\..\src\math\constants.hpp" />
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<ClInclude Include="..\..\src\math\ease.hpp" />
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<ClInclude Include="..\..\src\math\ease.hpp" />
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<ClInclude Include="..\..\src\math\Matrix.hpp" />
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<ClInclude Include="..\..\src\math\Matrix.h" />
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<ClInclude Include="..\..\src\math\rand.h" />
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<ClInclude Include="..\..\src\math\rand.h" />
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<ClInclude Include="..\..\src\math\Rect.hpp" />
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<ClInclude Include="..\..\src\math\Rect.hpp" />
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<ClInclude Include="..\..\src\math\scalar.hpp" />
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<ClInclude Include="..\..\src\math\scalar.hpp" />
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@ -123,6 +123,7 @@
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<ClCompile Include="..\..\src\core\time.cpp" />
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<ClCompile Include="..\..\src\core\time.cpp" />
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<ClCompile Include="..\..\src\core\Transition.cpp" />
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<ClCompile Include="..\..\src\core\Transition.cpp" />
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<ClCompile Include="..\..\src\core\window.cpp" />
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<ClCompile Include="..\..\src\core\window.cpp" />
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<ClCompile Include="..\..\src\math\Matrix.cpp" />
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<ClCompile Include="..\..\src\math\rand.cpp" />
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<ClCompile Include="..\..\src\math\rand.cpp" />
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<ClCompile Include="..\..\src\ui\Button.cpp" />
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<ClCompile Include="..\..\src\ui\Button.cpp" />
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<ClCompile Include="..\..\src\ui\Menu.cpp" />
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<ClCompile Include="..\..\src\ui\Menu.cpp" />
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@ -62,9 +62,6 @@
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<ClInclude Include="..\..\src\core\window.h">
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<ClInclude Include="..\..\src\core\window.h">
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<Filter>core</Filter>
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<Filter>core</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\src\math\Matrix.hpp">
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<Filter>math</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\math\rand.h">
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<ClInclude Include="..\..\src\math\rand.h">
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<Filter>math</Filter>
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<Filter>math</Filter>
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</ClInclude>
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</ClInclude>
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@ -203,6 +200,9 @@
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<ClInclude Include="..\..\src\core\ActionHelper.h">
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<ClInclude Include="..\..\src\core\ActionHelper.h">
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<Filter>core</Filter>
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<Filter>core</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\src\math\Matrix.h">
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<Filter>math</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Filter Include="core">
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<Filter Include="core">
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@ -351,5 +351,8 @@
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<ClCompile Include="..\..\src\core\ActionGroup.cpp">
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<ClCompile Include="..\..\src\core\ActionGroup.cpp">
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<Filter>core</Filter>
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<Filter>core</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="..\..\src\math\Matrix.cpp">
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<Filter>math</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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@ -73,7 +73,7 @@
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<ClInclude Include="..\..\src\easy2d.h" />
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<ClInclude Include="..\..\src\easy2d.h" />
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<ClInclude Include="..\..\src\math\constants.hpp" />
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<ClInclude Include="..\..\src\math\constants.hpp" />
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<ClInclude Include="..\..\src\math\ease.hpp" />
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<ClInclude Include="..\..\src\math\ease.hpp" />
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<ClInclude Include="..\..\src\math\Matrix.hpp" />
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<ClInclude Include="..\..\src\math\Matrix.h" />
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<ClInclude Include="..\..\src\math\rand.h" />
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<ClInclude Include="..\..\src\math\rand.h" />
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<ClInclude Include="..\..\src\math\Rect.hpp" />
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<ClInclude Include="..\..\src\math\Rect.hpp" />
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<ClInclude Include="..\..\src\math\scalar.hpp" />
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<ClInclude Include="..\..\src\math\scalar.hpp" />
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@ -123,6 +123,7 @@
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<ClCompile Include="..\..\src\core\time.cpp" />
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<ClCompile Include="..\..\src\core\time.cpp" />
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<ClCompile Include="..\..\src\core\Transition.cpp" />
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<ClCompile Include="..\..\src\core\Transition.cpp" />
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<ClCompile Include="..\..\src\core\window.cpp" />
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<ClCompile Include="..\..\src\core\window.cpp" />
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<ClCompile Include="..\..\src\math\Matrix.cpp" />
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<ClCompile Include="..\..\src\math\rand.cpp" />
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<ClCompile Include="..\..\src\math\rand.cpp" />
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<ClCompile Include="..\..\src\ui\Button.cpp" />
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<ClCompile Include="..\..\src\ui\Button.cpp" />
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<ClCompile Include="..\..\src\ui\Menu.cpp" />
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<ClCompile Include="..\..\src\ui\Menu.cpp" />
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@ -62,9 +62,6 @@
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<ClInclude Include="..\..\src\core\window.h">
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<ClInclude Include="..\..\src\core\window.h">
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<Filter>core</Filter>
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<Filter>core</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\src\math\Matrix.hpp">
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<Filter>math</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\math\rand.h">
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<ClInclude Include="..\..\src\math\rand.h">
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<Filter>math</Filter>
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<Filter>math</Filter>
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</ClInclude>
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</ClInclude>
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@ -203,6 +200,9 @@
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<ClInclude Include="..\..\src\core\ActionHelper.h">
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<ClInclude Include="..\..\src\core\ActionHelper.h">
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<Filter>core</Filter>
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<Filter>core</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\src\math\Matrix.h">
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<Filter>math</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Filter Include="core">
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<Filter Include="core">
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@ -351,5 +351,8 @@
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<ClCompile Include="..\..\src\core\ActionGroup.cpp">
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<ClCompile Include="..\..\src\core\ActionGroup.cpp">
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<Filter>core</Filter>
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<Filter>core</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="..\..\src\math\Matrix.cpp">
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<Filter>math</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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@ -73,7 +73,7 @@
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<ClInclude Include="..\..\src\easy2d.h" />
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<ClInclude Include="..\..\src\easy2d.h" />
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<ClInclude Include="..\..\src\math\constants.hpp" />
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<ClInclude Include="..\..\src\math\constants.hpp" />
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<ClInclude Include="..\..\src\math\ease.hpp" />
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<ClInclude Include="..\..\src\math\ease.hpp" />
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<ClInclude Include="..\..\src\math\Matrix.hpp" />
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<ClInclude Include="..\..\src\math\Matrix.h" />
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<ClInclude Include="..\..\src\math\rand.h" />
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<ClInclude Include="..\..\src\math\rand.h" />
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<ClInclude Include="..\..\src\math\Rect.hpp" />
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<ClInclude Include="..\..\src\math\Rect.hpp" />
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<ClInclude Include="..\..\src\math\scalar.hpp" />
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<ClInclude Include="..\..\src\math\scalar.hpp" />
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<ClCompile Include="..\..\src\core\time.cpp" />
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<ClCompile Include="..\..\src\core\time.cpp" />
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<ClCompile Include="..\..\src\core\Transition.cpp" />
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<ClCompile Include="..\..\src\core\Transition.cpp" />
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<ClCompile Include="..\..\src\core\window.cpp" />
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<ClCompile Include="..\..\src\core\window.cpp" />
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<ClCompile Include="..\..\src\math\Matrix.cpp" />
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<ClCompile Include="..\..\src\math\rand.cpp" />
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<ClCompile Include="..\..\src\math\rand.cpp" />
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<ClCompile Include="..\..\src\ui\Button.cpp" />
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<ClCompile Include="..\..\src\ui\Button.cpp" />
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<ClCompile Include="..\..\src\ui\Menu.cpp" />
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<ClCompile Include="..\..\src\ui\Menu.cpp" />
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@ -62,9 +62,6 @@
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<ClInclude Include="..\..\src\core\window.h">
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<ClInclude Include="..\..\src\core\window.h">
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<Filter>core</Filter>
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<Filter>core</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\src\math\Matrix.hpp">
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<Filter>math</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\math\rand.h">
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<ClInclude Include="..\..\src\math\rand.h">
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<Filter>math</Filter>
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<Filter>math</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\src\core\ActionHelper.h">
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<ClInclude Include="..\..\src\core\ActionHelper.h">
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<Filter>core</Filter>
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<Filter>core</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\src\math\Matrix.h">
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<Filter>math</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Filter Include="core">
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<Filter Include="core">
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<ClCompile Include="..\..\src\core\ActionGroup.cpp">
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<ClCompile Include="..\..\src\core\ActionGroup.cpp">
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<Filter>core</Filter>
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<Filter>core</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="..\..\src\math\Matrix.cpp">
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<Filter>math</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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@ -500,6 +500,11 @@ namespace easy2d
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return Rect(Point{}, size_);
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return Rect(Point{}, size_);
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}
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}
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Rect Node::GetBoundingBox() const
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{
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return GetTransformMatrix().Transform(GetBounds());
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}
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Array<NodePtr> Node::GetChildren(String const& name) const
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Array<NodePtr> Node::GetChildren(String const& name) const
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{
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{
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Array<NodePtr> children;
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Array<NodePtr> children;
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// 삿혤관鍋분
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// 삿혤관鍋분
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Rect GetBounds() const;
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Rect GetBounds() const;
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// 삿혤棍학관鍋분
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Rect GetBoundingBox() const;
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// 삿혤랗郭긴뻣앤黎
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// 삿혤랗郭긴뻣앤黎
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Matrix const& GetTransformMatrix() const;
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Matrix const& GetTransformMatrix() const;
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{
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{
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if (image_)
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if (image_)
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{
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{
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RenderSystem::Instance()->DrawImage(image_);
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RenderSystem::Instance()->DrawImage(image_, GetBounds());
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}
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}
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}
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}
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}
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}
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#include "closure.hpp"
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#include "closure.hpp"
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#include "../math/vector.hpp"
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#include "../math/vector.hpp"
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#include "../math/Rect.hpp"
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#include "../math/Rect.hpp"
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#include "../math/Matrix.hpp"
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#include "../math/Matrix.h"
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#include <set>
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#include <set>
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#include <map>
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#include <map>
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#include <list>
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#include <list>
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return S_OK;
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return S_OK;
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}
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}
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HRESULT RenderSystem::DrawImage(ImagePtr const & image)
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HRESULT RenderSystem::DrawImage(ImagePtr const & image, Rect const& dest_rect)
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{
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{
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if (!render_target_)
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if (!render_target_)
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return E_UNEXPECTED;
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return E_UNEXPECTED;
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render_target_->DrawBitmap(
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render_target_->DrawBitmap(
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image->GetBitmap().Get(),
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image->GetBitmap().Get(),
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D2D1::RectF(0.f, 0.f, image->GetWidth(), image->GetHeight()),
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dest_rect,
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opacity_,
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opacity_,
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D2D1_BITMAP_INTERPOLATION_MODE_LINEAR,
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D2D1_BITMAP_INTERPOLATION_MODE_LINEAR,
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image->GetCropRect()
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image->GetCropRect()
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#include "TextRenderer.h"
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#include "TextRenderer.h"
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#include "TextStyle.hpp"
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#include "TextStyle.hpp"
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#include "Singleton.hpp"
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#include "Singleton.hpp"
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#include "../math/Matrix.hpp"
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#include "../math/Matrix.h"
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#include <unordered_map>
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#include <unordered_map>
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namespace easy2d
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namespace easy2d
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);
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);
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HRESULT DrawImage(
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HRESULT DrawImage(
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ImagePtr const& image
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ImagePtr const& image,
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Rect const& dest_rect
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);
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);
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HRESULT DrawBitmap(
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HRESULT DrawBitmap(
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#include "math/ease.hpp"
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#include "math/ease.hpp"
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#include "math/vector.hpp"
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#include "math/vector.hpp"
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#include "math/rand.h"
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#include "math/rand.h"
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#include "math/Matrix.hpp"
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#include "math/Matrix.h"
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//
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//
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@ -0,0 +1,152 @@
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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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#include "Matrix.h"
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namespace easy2d
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{
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namespace math
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{
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Matrix::Matrix()
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: _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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}
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Matrix::Matrix(float _11, float _12, float _21, float _22, float _31, float _32)
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: _11(_11), _12(_12), _21(_21), _22(_22), _31(_31), _32(_32)
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{
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}
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Matrix::Matrix(const float* p)
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{
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for (int i = 0; i < 6; i++)
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m[i] = p[i];
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}
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Matrix::Matrix(Matrix const& other)
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: _11(other._11), _12(other._12)
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, _21(other._21), _22(other._22)
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, _31(other._31), _32(other._32)
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{
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}
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void Matrix::Identity()
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{
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_11 = 1.f; _12 = 0.f;
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_21 = 0.f; _12 = 1.f;
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_31 = 0.f; _32 = 0.f;
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}
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Rect Matrix::Transform(const Rect & rect) const
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{
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Vector2 top_left = Transform(rect.GetLeftTop());
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Vector2 top_right = Transform(rect.GetRightTop());
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Vector2 bottom_left = Transform(rect.GetLeftBottom());
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Vector2 bottom_right = Transform(rect.GetRightBottom());
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float left = min(min(top_left.x, top_right.x), min(bottom_left.x, bottom_right.x));
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float right = max(max(top_left.x, top_right.x), max(bottom_left.x, bottom_right.x));
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float top = min(min(top_left.y, top_right.y), min(bottom_left.y, bottom_right.y));
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float bottom = max(max(top_left.y, top_right.y), max(bottom_left.y, bottom_right.y));
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return Rect{ left, top, (right - left), (bottom - top) };
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}
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Matrix 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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|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
Matrix Matrix::Translation(
|
||||||
|
float x,
|
||||||
|
float y)
|
||||||
|
{
|
||||||
|
return Translation(Vector2(x, y));
|
||||||
|
}
|
||||||
|
|
||||||
|
Matrix Matrix::Scaling(
|
||||||
|
const Vector2& v,
|
||||||
|
const Vector2& center)
|
||||||
|
{
|
||||||
|
return Matrix(
|
||||||
|
v.x, 0.f,
|
||||||
|
0.f, v.y,
|
||||||
|
center.x - v.x * center.x,
|
||||||
|
center.y - v.y * center.y
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
Matrix Matrix::Scaling(
|
||||||
|
float x,
|
||||||
|
float y,
|
||||||
|
const Vector2& center)
|
||||||
|
{
|
||||||
|
return Scaling(Vector2(x, y), center);
|
||||||
|
}
|
||||||
|
|
||||||
|
Matrix Matrix::Rotation(
|
||||||
|
float angle,
|
||||||
|
const Vector2& center)
|
||||||
|
{
|
||||||
|
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
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
Matrix Matrix::Skewing(
|
||||||
|
float angle_x,
|
||||||
|
float angle_y,
|
||||||
|
const Vector2& center)
|
||||||
|
{
|
||||||
|
float tx = math::Tan(angle_x);
|
||||||
|
float ty = math::Tan(angle_y);
|
||||||
|
return Matrix(
|
||||||
|
1.f, -ty,
|
||||||
|
-tx, 1.f,
|
||||||
|
center.y * tx, center.x * ty
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
Matrix Matrix::Invert(Matrix const& matrix)
|
||||||
|
{
|
||||||
|
float det = 1.f / matrix.Determinant();
|
||||||
|
|
||||||
|
return Matrix(
|
||||||
|
det * matrix._22,
|
||||||
|
-det * matrix._12,
|
||||||
|
-det * matrix._21,
|
||||||
|
det * matrix._11,
|
||||||
|
det * (matrix._21 * matrix._32 - matrix._22 * matrix._31),
|
||||||
|
det * (matrix._12 * matrix._31 - matrix._11 * matrix._32)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -20,25 +20,13 @@
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
#include "vector.hpp"
|
#include "vector.hpp"
|
||||||
|
#include "Rect.hpp"
|
||||||
#include <d2d1.h>
|
#include <d2d1.h>
|
||||||
|
|
||||||
namespace easy2d
|
namespace easy2d
|
||||||
{
|
{
|
||||||
namespace math
|
namespace math
|
||||||
{
|
{
|
||||||
struct Matrix;
|
|
||||||
|
|
||||||
template <typename L, typename R>
|
|
||||||
struct MatrixMultiply;
|
|
||||||
|
|
||||||
inline MatrixMultiply<Matrix, Matrix>
|
|
||||||
operator *(Matrix const& lhs, Matrix const& rhs);
|
|
||||||
|
|
||||||
template <typename L, typename R>
|
|
||||||
inline MatrixMultiply<MatrixMultiply<L, R>, Matrix>
|
|
||||||
operator *(MatrixMultiply<L, R> const& lhs, Matrix const& rhs);
|
|
||||||
|
|
||||||
|
|
||||||
struct Matrix
|
struct Matrix
|
||||||
{
|
{
|
||||||
union
|
union
|
||||||
|
|
@ -57,31 +45,13 @@ namespace easy2d
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
public:
|
Matrix();
|
||||||
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)
|
Matrix(float _11, float _12, float _21, float _22, float _31, float _32);
|
||||||
: _11(_11), _12(_12), _21(_21), _22(_22), _31(_31), _32(_32)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix(const float* p)
|
Matrix(const float* p);
|
||||||
{
|
|
||||||
for (int i = 0; i < 6; i++)
|
|
||||||
m[i] = p[i];
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix(Matrix const& other)
|
Matrix(Matrix const& other);
|
||||||
: _11(other._11), _12(other._12)
|
|
||||||
, _21(other._21), _22(other._22)
|
|
||||||
, _31(other._31), _32(other._32)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
template <typename T>
|
template <typename T>
|
||||||
Matrix(T const& other)
|
Matrix(T const& other)
|
||||||
|
|
@ -90,6 +60,24 @@ namespace easy2d
|
||||||
m[i] = other[i];
|
m[i] = other[i];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Identity();
|
||||||
|
|
||||||
|
inline Vector2 Transform(const Vector2& v) const
|
||||||
|
{
|
||||||
|
return Vector2(
|
||||||
|
v.x * _11 + v.y * _21 + _31,
|
||||||
|
v.x * _12 + v.y * _22 + _32
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
Rect Transform(const Rect& rect) const;
|
||||||
|
|
||||||
|
inline void Translate(const Vector2& v)
|
||||||
|
{
|
||||||
|
_31 += _11 * v.x + _21 * v.y;
|
||||||
|
_32 += _12 * v.x + _22 * v.y;
|
||||||
|
}
|
||||||
|
|
||||||
inline float operator [](unsigned int index) const
|
inline float operator [](unsigned int index) const
|
||||||
{
|
{
|
||||||
return m[index];
|
return m[index];
|
||||||
|
|
@ -103,14 +91,6 @@ namespace easy2d
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
inline Matrix& Identity()
|
|
||||||
{
|
|
||||||
_11 = 1.f; _12 = 0.f;
|
|
||||||
_21 = 0.f; _12 = 1.f;
|
|
||||||
_31 = 0.f; _32 = 0.f;
|
|
||||||
return *this;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline float Determinant() const
|
inline float Determinant() const
|
||||||
{
|
{
|
||||||
return (_11 * _22) - (_12 * _21);
|
return (_11 * _22) - (_12 * _21);
|
||||||
|
|
@ -128,20 +108,6 @@ namespace easy2d
|
||||||
return 0 != Determinant();
|
return 0 != Determinant();
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector2 Transform(const Vector2& v) const
|
|
||||||
{
|
|
||||||
return Vector2(
|
|
||||||
v.x * _11 + v.y * _21 + _31,
|
|
||||||
v.x * _12 + v.y * _22 + _32
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
void Translate(const Vector2& v)
|
|
||||||
{
|
|
||||||
_31 += _11 * v.x + _21 * v.y;
|
|
||||||
_32 += _12 * v.x + _22 * v.y;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline operator D2D1_MATRIX_3X2_F const& () const
|
inline operator D2D1_MATRIX_3X2_F const& () const
|
||||||
{
|
{
|
||||||
return reinterpret_cast<D2D1_MATRIX_3X2_F const&>(*this);
|
return reinterpret_cast<D2D1_MATRIX_3X2_F const&>(*this);
|
||||||
|
|
@ -152,86 +118,40 @@ namespace easy2d
|
||||||
return reinterpret_cast<D2D1_MATRIX_3X2_F&>(*this);
|
return reinterpret_cast<D2D1_MATRIX_3X2_F&>(*this);
|
||||||
}
|
}
|
||||||
|
|
||||||
static Matrix Translation(const Vector2& v)
|
static Matrix Translation(const Vector2& v);
|
||||||
{
|
|
||||||
return Matrix(
|
|
||||||
1.f, 0.f,
|
|
||||||
0.f, 1.f,
|
|
||||||
v.x, v.y
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
static Matrix Translation(
|
static Matrix Translation(
|
||||||
float x,
|
float x,
|
||||||
float y)
|
float y
|
||||||
{
|
);
|
||||||
return Translation(Vector2(x, y));
|
|
||||||
}
|
|
||||||
|
|
||||||
static Matrix Scaling(
|
static Matrix Scaling(
|
||||||
const Vector2& v,
|
const Vector2& v,
|
||||||
const Vector2& center = Vector2())
|
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(
|
static Matrix Scaling(
|
||||||
float x,
|
float x,
|
||||||
float y,
|
float y,
|
||||||
const Vector2& center = Vector2())
|
const Vector2& center = Vector2()
|
||||||
{
|
);
|
||||||
return Scaling(Vector2(x, y), center);
|
|
||||||
}
|
|
||||||
|
|
||||||
static Matrix Rotation(
|
static Matrix Rotation(
|
||||||
float angle,
|
float angle,
|
||||||
const Vector2& center = Vector2())
|
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(
|
static Matrix Skewing(
|
||||||
float angle_x,
|
float angle_x,
|
||||||
float angle_y,
|
float angle_y,
|
||||||
const Vector2& center = Vector2())
|
const Vector2& center = Vector2()
|
||||||
{
|
|
||||||
float tx = math::Tan(angle_x);
|
|
||||||
float ty = math::Tan(angle_y);
|
|
||||||
return Matrix(
|
|
||||||
1.f, -ty,
|
|
||||||
-tx, 1.f,
|
|
||||||
center.y * tx, center.x * ty
|
|
||||||
);
|
);
|
||||||
}
|
|
||||||
|
|
||||||
static Matrix Invert(Matrix const& matrix)
|
static Matrix Invert(Matrix const& matrix);
|
||||||
{
|
|
||||||
float det = 1.f / matrix.Determinant();
|
|
||||||
|
|
||||||
return Matrix(
|
|
||||||
det * matrix._22,
|
|
||||||
-det * matrix._12,
|
|
||||||
-det * matrix._21,
|
|
||||||
det * matrix._11,
|
|
||||||
det * (matrix._21 * matrix._32 - matrix._22 * matrix._31),
|
|
||||||
det * (matrix._12 * matrix._31 - matrix._11 * matrix._32)
|
|
||||||
);
|
|
||||||
}
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
// Use template expression to optimize matrix multiply
|
||||||
template <typename L, typename R>
|
template <typename L, typename R>
|
||||||
struct MatrixMultiply
|
struct MatrixMultiply
|
||||||
{
|
{
|
||||||
Loading…
Reference in New Issue