Magic_Game/core/base/Transform.hpp

69 lines
2.1 KiB
C++

// 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 "Size.hpp"
#include "Point.hpp"
#include "../math/Matrix.hpp"
#include <d2d1.h>
namespace easy2d
{
class Transform
{
public:
Size size; // 大小
float rotation; // 旋转
Point position; // 坐标
Point scale; // 缩放
Point skew; // 错切角度
Point pivot; // 支点
public:
Transform()
: position()
, size()
, rotation(0)
, scale(1.f, 1.f)
, skew(0.f, 0.f)
, pivot(0.f, 0.f)
{}
inline math::Matrix ToMatrix() const
{
math::Vector2 center{ size.width * pivot.x, size.height * pivot.y };
return math::Matrix::Scaling(scale.x, scale.y, center)
* math::Matrix::Skewing(skew.x, skew.y, center)
* math::Matrix::Rotation(rotation, center)
* math::Matrix::Translation(position.x - center.x, position.y - center.y);
}
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;
}
};
}