mirror of
https://github.com/SFML/SFML.git
synced 2024-11-25 12:51:05 +08:00
ac50bf8648
For futur references: List and inspect © to be updated $ egrep '2007-[0-9]{4}' -r examples/ tools/ src/ include/ license.txt Update all © $ egrep --null -l '2007-[0-9]{4}' -r examples/ tools/ src/ include/ license.txt | xargs -0 -P4 sed -i '' -E 's/^(.*)2007-[0-9]{4}(.*)$/\12007-2016\2/'
451 lines
16 KiB
C++
451 lines
16 KiB
C++
////////////////////////////////////////////////////////////
|
|
//
|
|
// SFML - Simple and Fast Multimedia Library
|
|
// Copyright (C) 2007-2016 Laurent Gomila (laurent@sfml-dev.org)
|
|
//
|
|
// This software is provided 'as-is', without any express or implied warranty.
|
|
// In no event will the authors be held liable for any damages arising from the use of this software.
|
|
//
|
|
// Permission is granted to anyone to use this software for any purpose,
|
|
// including commercial applications, and to alter it and redistribute it freely,
|
|
// subject to the following restrictions:
|
|
//
|
|
// 1. The origin of this software must not be misrepresented;
|
|
// you must not claim that you wrote the original software.
|
|
// If you use this software in a product, an acknowledgment
|
|
// in the product documentation would be appreciated but is not required.
|
|
//
|
|
// 2. Altered source versions must be plainly marked as such,
|
|
// and must not be misrepresented as being the original software.
|
|
//
|
|
// 3. This notice may not be removed or altered from any source distribution.
|
|
//
|
|
////////////////////////////////////////////////////////////
|
|
|
|
#ifndef SFML_TRANSFORM_HPP
|
|
#define SFML_TRANSFORM_HPP
|
|
|
|
////////////////////////////////////////////////////////////
|
|
// Headers
|
|
////////////////////////////////////////////////////////////
|
|
#include <SFML/Graphics/Export.hpp>
|
|
#include <SFML/Graphics/Rect.hpp>
|
|
#include <SFML/System/Vector2.hpp>
|
|
|
|
|
|
namespace sf
|
|
{
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Define a 3x3 transform matrix
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
class SFML_GRAPHICS_API Transform
|
|
{
|
|
public:
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Default constructor
|
|
///
|
|
/// Creates an identity transform (a transform that does nothing).
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Transform();
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Construct a transform from a 3x3 matrix
|
|
///
|
|
/// \param a00 Element (0, 0) of the matrix
|
|
/// \param a01 Element (0, 1) of the matrix
|
|
/// \param a02 Element (0, 2) of the matrix
|
|
/// \param a10 Element (1, 0) of the matrix
|
|
/// \param a11 Element (1, 1) of the matrix
|
|
/// \param a12 Element (1, 2) of the matrix
|
|
/// \param a20 Element (2, 0) of the matrix
|
|
/// \param a21 Element (2, 1) of the matrix
|
|
/// \param a22 Element (2, 2) of the matrix
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Transform(float a00, float a01, float a02,
|
|
float a10, float a11, float a12,
|
|
float a20, float a21, float a22);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Return the transform as a 4x4 matrix
|
|
///
|
|
/// This function returns a pointer to an array of 16 floats
|
|
/// containing the transform elements as a 4x4 matrix, which
|
|
/// is directly compatible with OpenGL functions.
|
|
///
|
|
/// \code
|
|
/// sf::Transform transform = ...;
|
|
/// glLoadMatrixf(transform.getMatrix());
|
|
/// \endcode
|
|
///
|
|
/// \return Pointer to a 4x4 matrix
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
const float* getMatrix() const;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Return the inverse of the transform
|
|
///
|
|
/// If the inverse cannot be computed, an identity transform
|
|
/// is returned.
|
|
///
|
|
/// \return A new transform which is the inverse of self
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Transform getInverse() const;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Transform a 2D point
|
|
///
|
|
/// \param x X coordinate of the point to transform
|
|
/// \param y Y coordinate of the point to transform
|
|
///
|
|
/// \return Transformed point
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Vector2f transformPoint(float x, float y) const;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Transform a 2D point
|
|
///
|
|
/// \param point Point to transform
|
|
///
|
|
/// \return Transformed point
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Vector2f transformPoint(const Vector2f& point) const;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Transform a rectangle
|
|
///
|
|
/// Since SFML doesn't provide support for oriented rectangles,
|
|
/// the result of this function is always an axis-aligned
|
|
/// rectangle. Which means that if the transform contains a
|
|
/// rotation, the bounding rectangle of the transformed rectangle
|
|
/// is returned.
|
|
///
|
|
/// \param rectangle Rectangle to transform
|
|
///
|
|
/// \return Transformed rectangle
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
FloatRect transformRect(const FloatRect& rectangle) const;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Combine the current transform with another one
|
|
///
|
|
/// The result is a transform that is equivalent to applying
|
|
/// *this followed by \a transform. Mathematically, it is
|
|
/// equivalent to a matrix multiplication.
|
|
///
|
|
/// \param transform Transform to combine with this transform
|
|
///
|
|
/// \return Reference to *this
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Transform& combine(const Transform& transform);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Combine the current transform with a translation
|
|
///
|
|
/// This function returns a reference to *this, so that calls
|
|
/// can be chained.
|
|
/// \code
|
|
/// sf::Transform transform;
|
|
/// transform.translate(100, 200).rotate(45);
|
|
/// \endcode
|
|
///
|
|
/// \param x Offset to apply on X axis
|
|
/// \param y Offset to apply on Y axis
|
|
///
|
|
/// \return Reference to *this
|
|
///
|
|
/// \see rotate, scale
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Transform& translate(float x, float y);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Combine the current transform with a translation
|
|
///
|
|
/// This function returns a reference to *this, so that calls
|
|
/// can be chained.
|
|
/// \code
|
|
/// sf::Transform transform;
|
|
/// transform.translate(sf::Vector2f(100, 200)).rotate(45);
|
|
/// \endcode
|
|
///
|
|
/// \param offset Translation offset to apply
|
|
///
|
|
/// \return Reference to *this
|
|
///
|
|
/// \see rotate, scale
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Transform& translate(const Vector2f& offset);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Combine the current transform with a rotation
|
|
///
|
|
/// This function returns a reference to *this, so that calls
|
|
/// can be chained.
|
|
/// \code
|
|
/// sf::Transform transform;
|
|
/// transform.rotate(90).translate(50, 20);
|
|
/// \endcode
|
|
///
|
|
/// \param angle Rotation angle, in degrees
|
|
///
|
|
/// \return Reference to *this
|
|
///
|
|
/// \see translate, scale
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Transform& rotate(float angle);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Combine the current transform with a rotation
|
|
///
|
|
/// The center of rotation is provided for convenience as a second
|
|
/// argument, so that you can build rotations around arbitrary points
|
|
/// more easily (and efficiently) than the usual
|
|
/// translate(-center).rotate(angle).translate(center).
|
|
///
|
|
/// This function returns a reference to *this, so that calls
|
|
/// can be chained.
|
|
/// \code
|
|
/// sf::Transform transform;
|
|
/// transform.rotate(90, 8, 3).translate(50, 20);
|
|
/// \endcode
|
|
///
|
|
/// \param angle Rotation angle, in degrees
|
|
/// \param centerX X coordinate of the center of rotation
|
|
/// \param centerY Y coordinate of the center of rotation
|
|
///
|
|
/// \return Reference to *this
|
|
///
|
|
/// \see translate, scale
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Transform& rotate(float angle, float centerX, float centerY);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Combine the current transform with a rotation
|
|
///
|
|
/// The center of rotation is provided for convenience as a second
|
|
/// argument, so that you can build rotations around arbitrary points
|
|
/// more easily (and efficiently) than the usual
|
|
/// translate(-center).rotate(angle).translate(center).
|
|
///
|
|
/// This function returns a reference to *this, so that calls
|
|
/// can be chained.
|
|
/// \code
|
|
/// sf::Transform transform;
|
|
/// transform.rotate(90, sf::Vector2f(8, 3)).translate(sf::Vector2f(50, 20));
|
|
/// \endcode
|
|
///
|
|
/// \param angle Rotation angle, in degrees
|
|
/// \param center Center of rotation
|
|
///
|
|
/// \return Reference to *this
|
|
///
|
|
/// \see translate, scale
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Transform& rotate(float angle, const Vector2f& center);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Combine the current transform with a scaling
|
|
///
|
|
/// This function returns a reference to *this, so that calls
|
|
/// can be chained.
|
|
/// \code
|
|
/// sf::Transform transform;
|
|
/// transform.scale(2, 1).rotate(45);
|
|
/// \endcode
|
|
///
|
|
/// \param scaleX Scaling factor on the X axis
|
|
/// \param scaleY Scaling factor on the Y axis
|
|
///
|
|
/// \return Reference to *this
|
|
///
|
|
/// \see translate, rotate
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Transform& scale(float scaleX, float scaleY);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Combine the current transform with a scaling
|
|
///
|
|
/// The center of scaling is provided for convenience as a second
|
|
/// argument, so that you can build scaling around arbitrary points
|
|
/// more easily (and efficiently) than the usual
|
|
/// translate(-center).scale(factors).translate(center).
|
|
///
|
|
/// This function returns a reference to *this, so that calls
|
|
/// can be chained.
|
|
/// \code
|
|
/// sf::Transform transform;
|
|
/// transform.scale(2, 1, 8, 3).rotate(45);
|
|
/// \endcode
|
|
///
|
|
/// \param scaleX Scaling factor on X axis
|
|
/// \param scaleY Scaling factor on Y axis
|
|
/// \param centerX X coordinate of the center of scaling
|
|
/// \param centerY Y coordinate of the center of scaling
|
|
///
|
|
/// \return Reference to *this
|
|
///
|
|
/// \see translate, rotate
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Transform& scale(float scaleX, float scaleY, float centerX, float centerY);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Combine the current transform with a scaling
|
|
///
|
|
/// This function returns a reference to *this, so that calls
|
|
/// can be chained.
|
|
/// \code
|
|
/// sf::Transform transform;
|
|
/// transform.scale(sf::Vector2f(2, 1)).rotate(45);
|
|
/// \endcode
|
|
///
|
|
/// \param factors Scaling factors
|
|
///
|
|
/// \return Reference to *this
|
|
///
|
|
/// \see translate, rotate
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Transform& scale(const Vector2f& factors);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Combine the current transform with a scaling
|
|
///
|
|
/// The center of scaling is provided for convenience as a second
|
|
/// argument, so that you can build scaling around arbitrary points
|
|
/// more easily (and efficiently) than the usual
|
|
/// translate(-center).scale(factors).translate(center).
|
|
///
|
|
/// This function returns a reference to *this, so that calls
|
|
/// can be chained.
|
|
/// \code
|
|
/// sf::Transform transform;
|
|
/// transform.scale(sf::Vector2f(2, 1), sf::Vector2f(8, 3)).rotate(45);
|
|
/// \endcode
|
|
///
|
|
/// \param factors Scaling factors
|
|
/// \param center Center of scaling
|
|
///
|
|
/// \return Reference to *this
|
|
///
|
|
/// \see translate, rotate
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Transform& scale(const Vector2f& factors, const Vector2f& center);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
// Static member data
|
|
////////////////////////////////////////////////////////////
|
|
static const Transform Identity; ///< The identity transform (does nothing)
|
|
|
|
private:
|
|
|
|
////////////////////////////////////////////////////////////
|
|
// Member data
|
|
////////////////////////////////////////////////////////////
|
|
float m_matrix[16]; ///< 4x4 matrix defining the transformation
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \relates sf::Transform
|
|
/// \brief Overload of binary operator * to combine two transforms
|
|
///
|
|
/// This call is equivalent to calling Transform(left).combine(right).
|
|
///
|
|
/// \param left Left operand (the first transform)
|
|
/// \param right Right operand (the second transform)
|
|
///
|
|
/// \return New combined transform
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
SFML_GRAPHICS_API Transform operator *(const Transform& left, const Transform& right);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \relates sf::Transform
|
|
/// \brief Overload of binary operator *= to combine two transforms
|
|
///
|
|
/// This call is equivalent to calling left.combine(right).
|
|
///
|
|
/// \param left Left operand (the first transform)
|
|
/// \param right Right operand (the second transform)
|
|
///
|
|
/// \return The combined transform
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
SFML_GRAPHICS_API Transform& operator *=(Transform& left, const Transform& right);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \relates sf::Transform
|
|
/// \brief Overload of binary operator * to transform a point
|
|
///
|
|
/// This call is equivalent to calling left.transformPoint(right).
|
|
///
|
|
/// \param left Left operand (the transform)
|
|
/// \param right Right operand (the point to transform)
|
|
///
|
|
/// \return New transformed point
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
SFML_GRAPHICS_API Vector2f operator *(const Transform& left, const Vector2f& right);
|
|
|
|
} // namespace sf
|
|
|
|
|
|
#endif // SFML_TRANSFORM_HPP
|
|
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \class sf::Transform
|
|
/// \ingroup graphics
|
|
///
|
|
/// A sf::Transform specifies how to translate, rotate, scale,
|
|
/// shear, project, whatever things. In mathematical terms, it defines
|
|
/// how to transform a coordinate system into another.
|
|
///
|
|
/// For example, if you apply a rotation transform to a sprite, the
|
|
/// result will be a rotated sprite. And anything that is transformed
|
|
/// by this rotation transform will be rotated the same way, according
|
|
/// to its initial position.
|
|
///
|
|
/// Transforms are typically used for drawing. But they can also be
|
|
/// used for any computation that requires to transform points between
|
|
/// the local and global coordinate systems of an entity (like collision
|
|
/// detection).
|
|
///
|
|
/// Example:
|
|
/// \code
|
|
/// // define a translation transform
|
|
/// sf::Transform translation;
|
|
/// translation.translate(20, 50);
|
|
///
|
|
/// // define a rotation transform
|
|
/// sf::Transform rotation;
|
|
/// rotation.rotate(45);
|
|
///
|
|
/// // combine them
|
|
/// sf::Transform transform = translation * rotation;
|
|
///
|
|
/// // use the result to transform stuff...
|
|
/// sf::Vector2f point = transform.transformPoint(10, 20);
|
|
/// sf::FloatRect rect = transform.transformRect(sf::FloatRect(0, 0, 10, 100));
|
|
/// \endcode
|
|
///
|
|
/// \see sf::Transformable, sf::RenderStates
|
|
///
|
|
////////////////////////////////////////////////////////////
|