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148 lines
6.6 KiB
C++
148 lines
6.6 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
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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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inline Matrix3::Matrix3()
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{
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myData[0] = 1.f; myData[4] = 0.f; myData[8] = 0.f; myData[12] = 0.f;
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myData[1] = 0.f; myData[5] = 1.f; myData[9] = 0.f; myData[13] = 0.f;
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myData[2] = 0.f; myData[6] = 0.f; myData[10] = 1.f; myData[14] = 0.f;
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myData[3] = 0.f; myData[7] = 0.f; myData[11] = 0.f; myData[15] = 1.f;
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}
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////////////////////////////////////////////////////////////
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inline Matrix3::Matrix3(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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myData[0] = a00; myData[4] = a01; myData[8] = 0.f; myData[12] = a02;
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myData[1] = a10; myData[5] = a11; myData[9] = 0.f; myData[13] = a12;
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myData[2] = 0.f; myData[6] = 0.f; myData[10] = 1.f; myData[14] = 0.f;
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myData[3] = a20; myData[7] = a21; myData[11] = 0.f; myData[15] = a22;
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}
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////////////////////////////////////////////////////////////
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inline Vector2f Matrix3::Transform(const Vector2f& point) const
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{
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return Vector2f(myData[0] * point.x + myData[4] * point.y + myData[12],
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myData[1] * point.x + myData[5] * point.y + myData[13]);
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}
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////////////////////////////////////////////////////////////
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inline Matrix3 Matrix3::GetInverse() const
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{
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// Compute the determinant
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float det = myData[0] * (myData[15] * myData[5] - myData[7] * myData[13]) -
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myData[1] * (myData[15] * myData[4] - myData[7] * myData[12]) +
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myData[3] * (myData[13] * myData[4] - myData[5] * myData[12]);
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// Compute the inverse if determinant is not zero
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if (det != 0.f) // don't use an epsilon because the determinant may *really* be tiny
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{
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return Matrix3( (myData[15] * myData[5] - myData[7] * myData[13]) / det,
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-(myData[15] * myData[4] - myData[7] * myData[12]) / det,
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(myData[13] * myData[4] - myData[5] * myData[12]) / det,
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-(myData[15] * myData[1] - myData[3] * myData[13]) / det,
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(myData[15] * myData[0] - myData[3] * myData[12]) / det,
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-(myData[13] * myData[0] - myData[1] * myData[12]) / det,
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(myData[7] * myData[1] - myData[3] * myData[5]) / det,
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-(myData[7] * myData[0] - myData[3] * myData[4]) / det,
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(myData[5] * myData[0] - myData[1] * myData[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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inline const float* Matrix3::Get4x4Elements() const
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{
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return myData;
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}
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////////////////////////////////////////////////////////////
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inline Matrix3 Matrix3::operator *(const Matrix3& right) const
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{
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return Matrix3(myData[0] * right.myData[0] + myData[4] * right.myData[1] + myData[12] * right.myData[3],
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myData[0] * right.myData[4] + myData[4] * right.myData[5] + myData[12] * right.myData[7],
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myData[0] * right.myData[12] + myData[4] * right.myData[13] + myData[12] * right.myData[15],
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myData[1] * right.myData[0] + myData[5] * right.myData[1] + myData[13] * right.myData[3],
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myData[1] * right.myData[4] + myData[5] * right.myData[5] + myData[13] * right.myData[7],
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myData[1] * right.myData[12] + myData[5] * right.myData[13] + myData[13] * right.myData[15],
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myData[3] * right.myData[0] + myData[7] * right.myData[1] + myData[15] * right.myData[3],
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myData[3] * right.myData[4] + myData[7] * right.myData[5] + myData[15] * right.myData[7],
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myData[3] * right.myData[12] + myData[7] * right.myData[13] + myData[15] * right.myData[15]);
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}
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////////////////////////////////////////////////////////////
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inline Matrix3 Matrix3::Transformation(const Vector2f& origin, const Vector2f& translation, float rotation, const Vector2f& scale)
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{
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// Combine the transformations
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float angle = -rotation * 3.141592654f / 180.f;
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float cosine = static_cast<float>(std::cos(angle));
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float sine = static_cast<float>(std::sin(angle));
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float sxCos = scale.x * cosine;
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float syCos = scale.y * cosine;
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float sxSin = scale.x * sine;
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float sySin = scale.y * sine;
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float tx = -origin.x * sxCos - origin.y * sySin + translation.x;
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float ty = origin.x * sxSin - origin.y * syCos + translation.y;
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// Construct the matrix
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return Matrix3( sxCos, sySin, tx,
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-sxSin, syCos, ty,
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0.f, 0.f, 1.f);
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}
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////////////////////////////////////////////////////////////
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inline Matrix3 Matrix3::Projection(const Vector2f& center, const Vector2f& size, float rotation)
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{
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// Rotation components
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float angle = rotation * 3.141592654f / 180.f;
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float cosine = static_cast<float>(std::cos(angle));
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float sine = static_cast<float>(std::sin(angle));
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float tx = -center.x * cosine - center.y * sine + center.x;
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float ty = center.x * sine - center.y * cosine + center.y;
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// Projection components
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float a = 2.f / size.x;
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float b = -2.f / size.y;
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float c = -a * center.x;
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float d = -b * center.y;
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// Rebuild the projection matrix
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return Matrix3( a * cosine, a * sine, a * tx + c,
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-b * sine, b * cosine, b * ty + d,
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0.f, 0.f, 1.f);
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}
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