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Add shear transformation and transform object (issue #152).
Add origin parameters to love.graphics.print. New shear parameters kx,ky for: - love.graphics.draw, - love.graphics.drawq, - love.graphics.print, - SpriteBatch:add, - SpriteBatch:addq. Transform objects apply to: - love.graphics.draw, - love.graphics.drawq, - love.graphics.print.
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+26
-12
@@ -116,23 +116,30 @@ namespace love
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e[5] = sy;
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}
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void Matrix::setTransformation(float x, float y, float angle, float sx, float sy, float ox, float oy)
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void Matrix::setShear(float kx, float ky)
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{
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setIdentity();
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e[1] = ky;
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e[4] = kx;
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}
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void Matrix::setTransformation(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
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{
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memset(e, 0, sizeof(float)*16); // zero out matrix
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float c = cos(angle), s = sin(angle);
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// matrix multiplication carried out on paper:
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// |1 x| |c -s | |sx | |1 -ox|
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// | 1 y| |s c | | sy | | 1 -oy|
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// | 1 | | 1 | | 1 | | 1 |
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// | 1| | 1| | 1| | 1 |
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// move rotate scale origin
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// |1 x| |c -s | |sx | | 1 ky | |1 -ox|
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// | 1 y| |s c | | sy | |kx 1 | | 1 -oy|
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// | 1 | | 1 | | 1 | | 1 | | 1 |
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// | 1| | 1| | 1| | 1| | 1 |
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// move rotate scale skew origin
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e[10] = e[15] = 1.0f;
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e[0] = sx * c;
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e[1] = sx * s;
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e[4] = -sy * s;
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e[5] = sy * c;
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e[12] = -ox * e[0] - oy * e[4] + x;
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e[13] = -ox * e[1] - oy * e[5] + y;
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e[0] = c * sx - ky * s * sy; // = a
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e[1] = s * sx + ky * c * sy; // = b
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e[4] = kx * c * sx - s * sy; // = c
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e[5] = kx * s * sx + c * sy; // = d
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e[12] = x - ox * e[0] - oy * e[4];
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e[13] = y - ox * e[1] - oy * e[5];
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}
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void Matrix::translate(float x, float y)
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@@ -156,6 +163,13 @@ namespace love
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this->operator *=(t);
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}
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void Matrix::shear(float kx, float ky)
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{
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Matrix t;
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t.setShear(kx,ky);
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this->operator *=(t);
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}
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// | x |
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// | y |
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// | 0 |
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