Magic_Game/Kiwano/2d/Transform.hpp

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1.8 KiB
C++

// Copyright (c) 2016-2018 Kiwano - 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 "../math/Matrix.hpp"
namespace kiwano
{
class Transform
{
public:
float rotation; // Ðýת
Point position; // ×ø±ê
Point scale; // Ëõ·Å
Point skew; // ´íÇнǶÈ
public:
Transform()
: position()
, rotation(0)
, scale(1.f, 1.f)
, skew(0.f, 0.f)
{}
bool operator== (const Transform& other) const
{
return position == other.position &&
scale == other.scale &&
skew == other.skew &&
rotation == other.rotation;
}
inline math::Matrix ToMatrix() const
{
// matrix multiplication is optimized by expression template
return Matrix::Scaling(scale)
* Matrix::Skewing(skew.x, skew.y)
* Matrix::Rotation(rotation)
* Matrix::Translation(position);
}
};
}