Turn 'sf::Transform' into a 'constexpr' class
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@ -31,16 +31,17 @@
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#include <SFML/Graphics/Export.hpp>
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/System/Angle.hpp>
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namespace sf
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{
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class Angle;
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////////////////////////////////////////////////////////////
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/// \brief Define a 3x3 transform matrix
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///
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////////////////////////////////////////////////////////////
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class SFML_GRAPHICS_API Transform
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class Transform
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{
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public:
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@ -50,7 +51,7 @@ public:
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/// Creates an identity transform (a transform that does nothing).
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///
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////////////////////////////////////////////////////////////
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Transform();
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constexpr Transform();
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////////////////////////////////////////////////////////////
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/// \brief Construct a transform from a 3x3 matrix
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@ -66,9 +67,9 @@ public:
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/// \param a22 Element (2, 2) of the matrix
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///
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////////////////////////////////////////////////////////////
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Transform(float a00, float a01, float a02,
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float a10, float a11, float a12,
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float a20, float a21, float a22);
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constexpr Transform(float a00, float a01, float a02,
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float a10, float a11, float a12,
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float a20, float a21, float a22);
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////////////////////////////////////////////////////////////
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/// \brief Return the transform as a 4x4 matrix
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@ -85,7 +86,7 @@ public:
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/// \return Pointer to a 4x4 matrix
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///
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////////////////////////////////////////////////////////////
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const float* getMatrix() const;
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constexpr const float* getMatrix() const;
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////////////////////////////////////////////////////////////
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/// \brief Return the inverse of the transform
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@ -96,7 +97,7 @@ public:
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/// \return A new transform which is the inverse of self
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///
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////////////////////////////////////////////////////////////
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Transform getInverse() const;
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constexpr Transform getInverse() const;
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////////////////////////////////////////////////////////////
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/// \brief Transform a 2D point
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@ -112,7 +113,7 @@ public:
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/// \return Transformed point
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///
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////////////////////////////////////////////////////////////
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Vector2f transformPoint(const Vector2f& point) const;
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constexpr Vector2f transformPoint(const Vector2f& point) const;
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////////////////////////////////////////////////////////////
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/// \brief Transform a rectangle
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@ -128,7 +129,7 @@ public:
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/// \return Transformed rectangle
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///
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////////////////////////////////////////////////////////////
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FloatRect transformRect(const FloatRect& rectangle) const;
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constexpr FloatRect transformRect(const FloatRect& rectangle) const;
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with another one
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@ -148,7 +149,7 @@ public:
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/// \return Reference to *this
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///
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////////////////////////////////////////////////////////////
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Transform& combine(const Transform& transform);
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constexpr Transform& combine(const Transform& transform);
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with a translation
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@ -167,7 +168,7 @@ public:
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/// \see rotate, scale
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///
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////////////////////////////////////////////////////////////
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Transform& translate(const Vector2f& offset);
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constexpr Transform& translate(const Vector2f& offset);
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with a rotation
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@ -186,7 +187,7 @@ public:
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/// \see translate, scale
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///
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////////////////////////////////////////////////////////////
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Transform& rotate(Angle angle);
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SFML_GRAPHICS_API Transform& rotate(Angle angle);
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with a rotation
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@ -211,7 +212,7 @@ public:
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/// \see translate, scale
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///
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////////////////////////////////////////////////////////////
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Transform& rotate(Angle angle, const Vector2f& center);
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SFML_GRAPHICS_API Transform& rotate(Angle angle, const Vector2f& center);
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with a scaling
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@ -230,7 +231,7 @@ public:
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/// \see translate, rotate
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///
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////////////////////////////////////////////////////////////
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Transform& scale(const Vector2f& factors);
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constexpr Transform& scale(const Vector2f& factors);
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with a scaling
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@ -255,7 +256,7 @@ public:
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/// \see translate, rotate
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///
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////////////////////////////////////////////////////////////
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Transform& scale(const Vector2f& factors, const Vector2f& center);
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constexpr Transform& scale(const Vector2f& factors, const Vector2f& center);
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////////////////////////////////////////////////////////////
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// Static member data
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@ -282,7 +283,7 @@ private:
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/// \return New combined transform
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///
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////////////////////////////////////////////////////////////
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SFML_GRAPHICS_API Transform operator *(const Transform& left, const Transform& right);
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constexpr Transform operator *(const Transform& left, const Transform& right);
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////////////////////////////////////////////////////////////
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/// \relates sf::Transform
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@ -296,7 +297,7 @@ SFML_GRAPHICS_API Transform operator *(const Transform& left, const Transform& r
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/// \return The combined transform
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///
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////////////////////////////////////////////////////////////
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SFML_GRAPHICS_API Transform& operator *=(Transform& left, const Transform& right);
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constexpr Transform& operator *=(Transform& left, const Transform& right);
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////////////////////////////////////////////////////////////
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/// \relates sf::Transform
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@ -310,7 +311,7 @@ SFML_GRAPHICS_API Transform& operator *=(Transform& left, const Transform& right
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/// \return New transformed point
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///
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////////////////////////////////////////////////////////////
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SFML_GRAPHICS_API Vector2f operator *(const Transform& left, const Vector2f& right);
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constexpr Vector2f operator *(const Transform& left, const Vector2f& right);
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////////////////////////////////////////////////////////////
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/// \relates sf::Transform
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@ -325,7 +326,7 @@ SFML_GRAPHICS_API Vector2f operator *(const Transform& left, const Vector2f& rig
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/// \return true if the transforms are equal, false otherwise
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///
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////////////////////////////////////////////////////////////
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SFML_GRAPHICS_API bool operator ==(const Transform& left, const Transform& right);
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[[nodiscard]] constexpr bool operator ==(const Transform& left, const Transform& right);
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////////////////////////////////////////////////////////////
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/// \relates sf::Transform
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@ -339,7 +340,9 @@ SFML_GRAPHICS_API bool operator ==(const Transform& left, const Transform& right
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/// \return true if the transforms are not equal, false otherwise
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///
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////////////////////////////////////////////////////////////
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SFML_GRAPHICS_API bool operator !=(const Transform& left, const Transform& right);
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[[nodiscard]] constexpr bool operator !=(const Transform& left, const Transform& right);
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#include <SFML/Graphics/Transform.inl>
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} // namespace sf
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222
include/SFML/Graphics/Transform.inl
Normal file
222
include/SFML/Graphics/Transform.inl
Normal file
@ -0,0 +1,222 @@
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2022 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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constexpr Transform::Transform()
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// Identity matrix
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: m_matrix{1.f, 0.f, 0.f, 0.f,
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0.f, 1.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 0.f,
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0.f, 0.f, 0.f, 1.f}
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{
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}
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////////////////////////////////////////////////////////////
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constexpr Transform::Transform(float a00, float a01, float a02,
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float a10, float a11, float a12,
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float a20, float a21, float a22)
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: m_matrix{a00, a10, 0.f, a20,
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a01, a11, 0.f, a21,
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0.f, 0.f, 1.f, 0.f,
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a02, a12, 0.f, a22}
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{
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}
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////////////////////////////////////////////////////////////
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constexpr const float* Transform::getMatrix() const
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{
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return m_matrix;
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}
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////////////////////////////////////////////////////////////
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constexpr Transform Transform::getInverse() const
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{
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// Compute the determinant
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float det = m_matrix[0] * (m_matrix[15] * m_matrix[5] - m_matrix[7] * m_matrix[13]) -
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m_matrix[1] * (m_matrix[15] * m_matrix[4] - m_matrix[7] * m_matrix[12]) +
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m_matrix[3] * (m_matrix[13] * m_matrix[4] - m_matrix[5] * m_matrix[12]);
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// Compute the inverse if the determinant is not zero
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// (don't use an epsilon because the determinant may *really* be tiny)
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if (det != 0.f)
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{
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return Transform( (m_matrix[15] * m_matrix[5] - m_matrix[7] * m_matrix[13]) / det,
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-(m_matrix[15] * m_matrix[4] - m_matrix[7] * m_matrix[12]) / det,
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(m_matrix[13] * m_matrix[4] - m_matrix[5] * m_matrix[12]) / det,
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-(m_matrix[15] * m_matrix[1] - m_matrix[3] * m_matrix[13]) / det,
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(m_matrix[15] * m_matrix[0] - m_matrix[3] * m_matrix[12]) / det,
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-(m_matrix[13] * m_matrix[0] - m_matrix[1] * m_matrix[12]) / det,
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(m_matrix[7] * m_matrix[1] - m_matrix[3] * m_matrix[5]) / det,
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-(m_matrix[7] * m_matrix[0] - m_matrix[3] * m_matrix[4]) / det,
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(m_matrix[5] * m_matrix[0] - m_matrix[1] * m_matrix[4]) / det);
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}
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else
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{
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return Identity;
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}
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}
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////////////////////////////////////////////////////////////
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constexpr Vector2f Transform::transformPoint(const Vector2f& point) const
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{
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return Vector2f(m_matrix[0] * point.x + m_matrix[4] * point.y + m_matrix[12],
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m_matrix[1] * point.x + m_matrix[5] * point.y + m_matrix[13]);
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}
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////////////////////////////////////////////////////////////
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constexpr FloatRect Transform::transformRect(const FloatRect& rectangle) const
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{
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// Transform the 4 corners of the rectangle
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const Vector2f points[] =
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{
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transformPoint({rectangle.left, rectangle.top}),
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transformPoint({rectangle.left, rectangle.top + rectangle.height}),
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transformPoint({rectangle.left + rectangle.width, rectangle.top}),
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transformPoint({rectangle.left + rectangle.width, rectangle.top + rectangle.height})
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};
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// Compute the bounding rectangle of the transformed points
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float left = points[0].x;
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float top = points[0].y;
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float right = points[0].x;
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float bottom = points[0].y;
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for (int i = 1; i < 4; ++i)
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{
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if (points[i].x < left) left = points[i].x;
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else if (points[i].x > right) right = points[i].x;
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if (points[i].y < top) top = points[i].y;
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else if (points[i].y > bottom) bottom = points[i].y;
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}
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return FloatRect({left, top}, {right - left, bottom - top});
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}
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////////////////////////////////////////////////////////////
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constexpr Transform& Transform::combine(const Transform& transform)
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{
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const float* a = m_matrix;
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const float* b = transform.m_matrix;
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*this = Transform(a[0] * b[0] + a[4] * b[1] + a[12] * b[3],
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a[0] * b[4] + a[4] * b[5] + a[12] * b[7],
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a[0] * b[12] + a[4] * b[13] + a[12] * b[15],
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a[1] * b[0] + a[5] * b[1] + a[13] * b[3],
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a[1] * b[4] + a[5] * b[5] + a[13] * b[7],
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a[1] * b[12] + a[5] * b[13] + a[13] * b[15],
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a[3] * b[0] + a[7] * b[1] + a[15] * b[3],
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a[3] * b[4] + a[7] * b[5] + a[15] * b[7],
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a[3] * b[12] + a[7] * b[13] + a[15] * b[15]);
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return *this;
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}
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////////////////////////////////////////////////////////////
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constexpr Transform& Transform::translate(const Vector2f& offset)
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{
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Transform translation(1, 0, offset.x,
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0, 1, offset.y,
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0, 0, 1);
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return combine(translation);
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}
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////////////////////////////////////////////////////////////
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constexpr Transform& Transform::scale(const Vector2f& factors)
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{
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Transform scaling(factors.x, 0, 0,
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0, factors.y, 0,
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0, 0, 1);
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return combine(scaling);
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}
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////////////////////////////////////////////////////////////
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constexpr Transform& Transform::scale(const Vector2f& factors, const Vector2f& center)
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{
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Transform scaling(factors.x, 0, center.x * (1 - factors.x),
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0, factors.y, center.y * (1 - factors.y),
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0, 0, 1);
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return combine(scaling);
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}
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////////////////////////////////////////////////////////////
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constexpr Transform operator *(const Transform& left, const Transform& right)
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{
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return Transform(left).combine(right);
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}
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////////////////////////////////////////////////////////////
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constexpr Transform& operator *=(Transform& left, const Transform& right)
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{
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return left.combine(right);
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}
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////////////////////////////////////////////////////////////
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constexpr Vector2f operator *(const Transform& left, const Vector2f& right)
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{
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return left.transformPoint(right);
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}
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////////////////////////////////////////////////////////////
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constexpr bool operator ==(const Transform& left, const Transform& right)
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{
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const float* a = left.getMatrix();
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const float* b = right.getMatrix();
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return ((a[0] == b[0]) && (a[1] == b[1]) && (a[3] == b[3]) &&
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(a[4] == b[4]) && (a[5] == b[5]) && (a[7] == b[7]) &&
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(a[12] == b[12]) && (a[13] == b[13]) && (a[15] == b[15]));
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}
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////////////////////////////////////////////////////////////
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constexpr bool operator !=(const Transform& left, const Transform& right)
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{
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return !(left == right);
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}
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////////////////////////////////////////////////////////////
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// Static member data
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////////////////////////////////////////////////////////////
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// Note: the 'inline' keyword here is technically not required, but VS2019 fails
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// to compile with a bogus "multiple definition" error if not explicitly used.
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inline constexpr Transform Transform::Identity;
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Export.hpp>
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#include <SFML/Graphics/Transform.hpp>
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#include <SFML/System/Angle.hpp>
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namespace sf
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#include <SFML/Graphics/Export.hpp>
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Graphics/Transform.hpp>
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#include <SFML/System/Angle.hpp>
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#include <SFML/System/Vector2.hpp>
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${SRCROOT}/TextureSaver.hpp
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${SRCROOT}/Transform.cpp
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${INCROOT}/Transform.hpp
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${INCROOT}/Transform.inl
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${SRCROOT}/Transformable.cpp
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${INCROOT}/Transformable.hpp
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${SRCROOT}/View.cpp
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Transform.hpp>
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#include <SFML/System/Angle.hpp>
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#include <cmath>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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const Transform Transform::Identity;
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////////////////////////////////////////////////////////////
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Transform::Transform()
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{
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// Identity matrix
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m_matrix[0] = 1.f; m_matrix[4] = 0.f; m_matrix[8] = 0.f; m_matrix[12] = 0.f;
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m_matrix[1] = 0.f; m_matrix[5] = 1.f; m_matrix[9] = 0.f; m_matrix[13] = 0.f;
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m_matrix[2] = 0.f; m_matrix[6] = 0.f; m_matrix[10] = 1.f; m_matrix[14] = 0.f;
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m_matrix[3] = 0.f; m_matrix[7] = 0.f; m_matrix[11] = 0.f; m_matrix[15] = 1.f;
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}
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////////////////////////////////////////////////////////////
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Transform::Transform(float a00, float a01, float a02,
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float a10, float a11, float a12,
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float a20, float a21, float a22)
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{
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m_matrix[0] = a00; m_matrix[4] = a01; m_matrix[8] = 0.f; m_matrix[12] = a02;
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m_matrix[1] = a10; m_matrix[5] = a11; m_matrix[9] = 0.f; m_matrix[13] = a12;
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m_matrix[2] = 0.f; m_matrix[6] = 0.f; m_matrix[10] = 1.f; m_matrix[14] = 0.f;
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m_matrix[3] = a20; m_matrix[7] = a21; m_matrix[11] = 0.f; m_matrix[15] = a22;
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}
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////////////////////////////////////////////////////////////
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const float* Transform::getMatrix() const
|
||||
{
|
||||
return m_matrix;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
Transform Transform::getInverse() const
|
||||
{
|
||||
// Compute the determinant
|
||||
float det = m_matrix[0] * (m_matrix[15] * m_matrix[5] - m_matrix[7] * m_matrix[13]) -
|
||||
m_matrix[1] * (m_matrix[15] * m_matrix[4] - m_matrix[7] * m_matrix[12]) +
|
||||
m_matrix[3] * (m_matrix[13] * m_matrix[4] - m_matrix[5] * m_matrix[12]);
|
||||
|
||||
// Compute the inverse if the determinant is not zero
|
||||
// (don't use an epsilon because the determinant may *really* be tiny)
|
||||
if (det != 0.f)
|
||||
{
|
||||
return Transform( (m_matrix[15] * m_matrix[5] - m_matrix[7] * m_matrix[13]) / det,
|
||||
-(m_matrix[15] * m_matrix[4] - m_matrix[7] * m_matrix[12]) / det,
|
||||
(m_matrix[13] * m_matrix[4] - m_matrix[5] * m_matrix[12]) / det,
|
||||
-(m_matrix[15] * m_matrix[1] - m_matrix[3] * m_matrix[13]) / det,
|
||||
(m_matrix[15] * m_matrix[0] - m_matrix[3] * m_matrix[12]) / det,
|
||||
-(m_matrix[13] * m_matrix[0] - m_matrix[1] * m_matrix[12]) / det,
|
||||
(m_matrix[7] * m_matrix[1] - m_matrix[3] * m_matrix[5]) / det,
|
||||
-(m_matrix[7] * m_matrix[0] - m_matrix[3] * m_matrix[4]) / det,
|
||||
(m_matrix[5] * m_matrix[0] - m_matrix[1] * m_matrix[4]) / det);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Identity;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
Vector2f Transform::transformPoint(const Vector2f& point) const
|
||||
{
|
||||
return Vector2f(m_matrix[0] * point.x + m_matrix[4] * point.y + m_matrix[12],
|
||||
m_matrix[1] * point.x + m_matrix[5] * point.y + m_matrix[13]);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
FloatRect Transform::transformRect(const FloatRect& rectangle) const
|
||||
{
|
||||
// Transform the 4 corners of the rectangle
|
||||
const Vector2f points[] =
|
||||
{
|
||||
transformPoint({rectangle.left, rectangle.top}),
|
||||
transformPoint({rectangle.left, rectangle.top + rectangle.height}),
|
||||
transformPoint({rectangle.left + rectangle.width, rectangle.top}),
|
||||
transformPoint({rectangle.left + rectangle.width, rectangle.top + rectangle.height})
|
||||
};
|
||||
|
||||
// Compute the bounding rectangle of the transformed points
|
||||
float left = points[0].x;
|
||||
float top = points[0].y;
|
||||
float right = points[0].x;
|
||||
float bottom = points[0].y;
|
||||
for (int i = 1; i < 4; ++i)
|
||||
{
|
||||
if (points[i].x < left) left = points[i].x;
|
||||
else if (points[i].x > right) right = points[i].x;
|
||||
if (points[i].y < top) top = points[i].y;
|
||||
else if (points[i].y > bottom) bottom = points[i].y;
|
||||
}
|
||||
|
||||
return FloatRect({left, top}, {right - left, bottom - top});
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
Transform& Transform::combine(const Transform& transform)
|
||||
{
|
||||
const float* a = m_matrix;
|
||||
const float* b = transform.m_matrix;
|
||||
|
||||
*this = Transform(a[0] * b[0] + a[4] * b[1] + a[12] * b[3],
|
||||
a[0] * b[4] + a[4] * b[5] + a[12] * b[7],
|
||||
a[0] * b[12] + a[4] * b[13] + a[12] * b[15],
|
||||
a[1] * b[0] + a[5] * b[1] + a[13] * b[3],
|
||||
a[1] * b[4] + a[5] * b[5] + a[13] * b[7],
|
||||
a[1] * b[12] + a[5] * b[13] + a[13] * b[15],
|
||||
a[3] * b[0] + a[7] * b[1] + a[15] * b[3],
|
||||
a[3] * b[4] + a[7] * b[5] + a[15] * b[7],
|
||||
a[3] * b[12] + a[7] * b[13] + a[15] * b[15]);
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
Transform& Transform::translate(const Vector2f& offset)
|
||||
{
|
||||
Transform translation(1, 0, offset.x,
|
||||
0, 1, offset.y,
|
||||
0, 0, 1);
|
||||
|
||||
return combine(translation);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
Transform& Transform::rotate(Angle angle)
|
||||
{
|
||||
@ -191,66 +61,4 @@ Transform& Transform::rotate(Angle angle, const Vector2f& center)
|
||||
return combine(rotation);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
Transform& Transform::scale(const Vector2f& factors)
|
||||
{
|
||||
Transform scaling(factors.x, 0, 0,
|
||||
0, factors.y, 0,
|
||||
0, 0, 1);
|
||||
|
||||
return combine(scaling);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
Transform& Transform::scale(const Vector2f& factors, const Vector2f& center)
|
||||
{
|
||||
Transform scaling(factors.x, 0, center.x * (1 - factors.x),
|
||||
0, factors.y, center.y * (1 - factors.y),
|
||||
0, 0, 1);
|
||||
|
||||
return combine(scaling);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
Transform operator *(const Transform& left, const Transform& right)
|
||||
{
|
||||
return Transform(left).combine(right);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
Transform& operator *=(Transform& left, const Transform& right)
|
||||
{
|
||||
return left.combine(right);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
Vector2f operator *(const Transform& left, const Vector2f& right)
|
||||
{
|
||||
return left.transformPoint(right);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
bool operator ==(const Transform& left, const Transform& right)
|
||||
{
|
||||
const float* a = left.getMatrix();
|
||||
const float* b = right.getMatrix();
|
||||
|
||||
return ((a[0] == b[0]) && (a[1] == b[1]) && (a[3] == b[3]) &&
|
||||
(a[4] == b[4]) && (a[5] == b[5]) && (a[7] == b[7]) &&
|
||||
(a[12] == b[12]) && (a[13] == b[13]) && (a[15] == b[15]));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
bool operator !=(const Transform& left, const Transform& right)
|
||||
{
|
||||
return !(left == right);
|
||||
}
|
||||
|
||||
} // namespace sf
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <SFML/Graphics/Transform.hpp>
|
||||
#include <SFML/System/Angle.hpp>
|
||||
#include "GraphicsUtil.hpp"
|
||||
#include "SystemUtil.hpp"
|
||||
#include <vector>
|
||||
|
Loading…
Reference in New Issue
Block a user