272 lines
6.2 KiB
C++
272 lines
6.2 KiB
C++
// 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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#pragma once
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#include "Vec2.hpp"
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#include "Rect.hpp"
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#include <algorithm>
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namespace easy2d
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{
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namespace math
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{
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struct Matrix
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{
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union
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{
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struct
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{
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float m[6]; // m[3][2]
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};
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struct
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{
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float
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_11, _12,
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_21, _22,
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_31, _32;
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};
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};
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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(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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explicit 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 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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template <typename T>
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Matrix(T const& other)
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{
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for (int i = 0; i < 6; i++)
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m[i] = other[i];
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}
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inline void 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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inline Vec2 Transform(const Vec2& v) const
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{
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return Vec2(
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v.x * _11 + v.y * _21 + _31,
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v.x * _12 + v.y * _22 + _32
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);
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}
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Rect Transform(const Rect & rect) const
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{
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Vec2 top_left = Transform(rect.GetLeftTop());
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Vec2 top_right = Transform(rect.GetRightTop());
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Vec2 bottom_left = Transform(rect.GetLeftBottom());
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Vec2 bottom_right = Transform(rect.GetRightBottom());
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float left = std::min(std::min(top_left.x, top_right.x), std::min(bottom_left.x, bottom_right.x));
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float right = std::max(std::max(top_left.x, top_right.x), std::max(bottom_left.x, bottom_right.x));
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float top = std::min(std::min(top_left.y, top_right.y), std::min(bottom_left.y, bottom_right.y));
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float bottom = std::max(std::max(top_left.y, top_right.y), std::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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inline void Translate(const Vec2& v)
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{
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_31 += _11 * v.x + _21 * v.y;
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_32 += _12 * v.x + _22 * v.y;
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}
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inline float operator [](unsigned int index) const
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{
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return m[index];
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}
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template <typename T>
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inline Matrix& operator =(T const& other)
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{
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for (int i = 0; i < 6; i++)
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m[i] = other[i];
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return *this;
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}
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inline float Determinant() const
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{
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return (_11 * _22) - (_12 * _21);
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}
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inline bool IsIdentity() const
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{
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return _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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inline bool IsInvertible() const
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{
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return 0 != Determinant();
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}
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static inline Matrix Translation(const Vec2& 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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);
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}
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static inline Matrix Translation(
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float x,
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float y)
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{
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return Translation(Vec2(x, y));
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}
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static inline Matrix Scaling(
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const Vec2& v,
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const Vec2& center = Vec2())
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{
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return Matrix(
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v.x, 0.f,
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0.f, v.y,
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center.x - v.x * center.x,
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center.y - v.y * center.y
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);
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}
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static inline Matrix Scaling(
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float x,
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float y,
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const Vec2& center = Vec2())
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{
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return Scaling(Vec2(x, y), center);
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}
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static inline Matrix Rotation(
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float angle,
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const Vec2& center = Vec2())
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{
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float s = math::Sin(angle);
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float c = math::Cos(angle);
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return Matrix(
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c, s,
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-s, c,
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center.x * (1 - c) + center.y * s,
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center.y * (1 - c) - center.x * s
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);
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}
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static inline Matrix Skewing(
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float angle_x,
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float angle_y,
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const Vec2& center = Vec2())
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{
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float tx = math::Tan(angle_x);
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float ty = math::Tan(angle_y);
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return Matrix(
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1.f, -ty,
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-tx, 1.f,
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center.y * tx, center.x * ty
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);
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}
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static inline Matrix Invert(Matrix const& matrix)
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{
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float det = 1.f / matrix.Determinant();
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return Matrix(
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det * matrix._22,
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-det * matrix._12,
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-det * matrix._21,
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det * matrix._11,
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det * (matrix._21 * matrix._32 - matrix._22 * matrix._31),
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det * (matrix._12 * matrix._31 - matrix._11 * matrix._32)
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);
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}
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};
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// Use template expression to optimize matrix multiply
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template <typename L, typename R>
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struct MatrixMultiply
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{
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L const& lhs;
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R const& rhs;
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MatrixMultiply(L const& lhs, R const& rhs)
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: lhs(lhs)
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, rhs(rhs)
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{}
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inline float operator [](unsigned int index) const
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{
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switch (index)
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{
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case 0:
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return lhs[0] * rhs[0] + lhs[1] * rhs[2];
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case 1:
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return lhs[0] * rhs[1] + lhs[1] * rhs[3];
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case 2:
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return lhs[2] * rhs[0] + lhs[3] * rhs[2];
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case 3:
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return lhs[2] * rhs[1] + lhs[3] * rhs[3];
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case 4:
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return lhs[4] * rhs[0] + lhs[5] * rhs[2] + rhs[4];
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case 5:
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return lhs[4] * rhs[1] + lhs[5] * rhs[3] + rhs[5];
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default:
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return 0.f;
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}
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}
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};
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inline MatrixMultiply<Matrix, Matrix> operator *(Matrix const& lhs, Matrix const& rhs)
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{
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return MatrixMultiply<Matrix, Matrix>(lhs, rhs);
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}
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template <typename L, typename R>
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inline MatrixMultiply<MatrixMultiply<L, R>, Matrix> operator *(MatrixMultiply<L, R> const& lhs, Matrix const& rhs)
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{
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return MatrixMultiply<MatrixMultiply<L, R>, Matrix>(lhs, rhs);
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}
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}
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}
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