219 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			219 lines
		
	
	
		
			4.6 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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| 
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| #pragma once
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| #include "vector.hpp"
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| #include <d2d1.h>
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| 
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| namespace easy2d
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| {
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| 	namespace math
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| 	{
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| 		class Matrix
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| 		{
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| 			float _11;
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| 			float _12;
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| 			float _21;
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| 			float _22;
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| 			float _31;
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| 			float _32;
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| 
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| 		public:
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| 			Matrix()
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| 				: _11(1.f)
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| 				, _12(0.f)
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| 				, _21(0.f)
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| 				, _22(1.f)
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| 				, _31(0.f)
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| 				, _32(0.f)
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| 			{
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| 			}
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| 
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| 			Matrix(
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| 				float _11,
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| 				float _12,
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| 				float _21,
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| 				float _22,
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| 				float _31,
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| 				float _32)
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| 			{
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| 				this->_11 = _11;
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| 				this->_12 = _12;
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| 				this->_21 = _21;
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| 				this->_22 = _22;
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| 				this->_31 = _31;
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| 				this->_32 = _32;
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| 			}
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| 
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| 			inline Matrix operator*(const Matrix &matrix) const
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| 			{
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| 				return Matrix(
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| 					_11 * matrix._11 + _12 * matrix._21,
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| 					_11 * matrix._12 + _12 * matrix._22,
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| 					_21 * matrix._11 + _22 * matrix._21,
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| 					_21 * matrix._12 + _22 * matrix._22,
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| 					_31 * matrix._11 + _32 * matrix._21 + matrix._31,
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| 					_31 * matrix._12 + _32 * matrix._22 + matrix._32
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| 				);
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| 			}
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| 
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| 			inline operator D2D1_MATRIX_3X2_F () const
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| 			{
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| 				return D2D1_MATRIX_3X2_F{
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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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| 
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| 			inline Matrix& Identity()
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| 			{
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| 				_11 = 1.f;
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| 				_12 = 0.f;
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| 				_21 = 0.f;
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| 				_22 = 1.f;
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| 				_31 = 0.f;
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| 				_32 = 0.f;
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| 				return *this;
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| 			}
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| 
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| 			inline Matrix& Translate(const Vector2& v)
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| 			{
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| 				*this = *this * Matrix::Translation(v);
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| 				return *this;
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| 			}
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| 
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| 			inline Matrix& Translate(float x, float y)
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| 			{
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| 				*this = *this * Matrix::Translation(x, y);
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| 				return *this;
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| 			}
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| 
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| 			inline Matrix& Scale(const Vector2& v, const Vector2& center)
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| 			{
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| 				*this = *this * Matrix::Scaling(v, center);
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| 				return *this;
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| 			}
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| 
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| 			inline Matrix& Scale(float scale_x, float scale_y, const Vector2& center)
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| 			{
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| 				*this = *this * Matrix::Scaling(scale_x, scale_y, center);
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| 				return *this;
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| 			}
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| 
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| 			inline Matrix& Rotate(float angle, const Vector2& center)
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| 			{
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| 				*this = *this * Matrix::Rotation(angle, center);
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| 				return *this;
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| 			}
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| 
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| 			inline Matrix& Skew(float angle_x, float angle_y, const Vector2& center)
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| 			{
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| 				*this = *this * Matrix::Skewing(angle_x, angle_y, center);
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| 				return *this;
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| 			}
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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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| 
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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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| 
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| 			Vector2 Transform(const Vector2& v) const
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| 			{
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| 				return Vector2(
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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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| 
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| 			static 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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| 				);
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| 			}
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| 
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| 			static Matrix Translation(
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| 				float x,
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| 				float y)
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| 			{
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| 				return Translation(Vector2(x, y));
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| 			}
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| 
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| 			static Matrix Scaling(
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| 				const Vector2& v,
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| 				const Vector2& center = Vector2())
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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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| 
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| 			static Matrix Scaling(
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| 				float x,
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| 				float y,
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| 				const Vector2& center = Vector2())
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| 			{
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| 				return Scaling(Vector2(x, y), center);
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| 			}
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| 
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| 			static Matrix Rotation(
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| 				float angle,
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| 				const Vector2& center = Vector2())
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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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| 
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| 			static Matrix Skewing(
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| 				float angle_x,
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| 				float angle_y,
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| 				const Vector2& center = Vector2())
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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, tx,
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| 					ty, 1.f,
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| 					-center.y * tx, -center.x * ty
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| 				);
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| 			}
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| 		};
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| 	}
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| }
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