/** * Copyright (c) 2006-2017 LOVE Development Team * * 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. **/ #pragma once // LOVE #include "common/Object.h" #include "common/Matrix.h" #include "common/Vector.h" namespace love { namespace math { class Transform : public Object { public: static love::Type type; Transform(); Transform(const Matrix4 &m); Transform(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky); virtual ~Transform(); Transform *clone(); Transform *inverse(); void apply(Transform *other); void translate(float x, float y); void rotate(float angle); void scale(float x, float y); void shear(float x, float y); void reset(); void setTransformation(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky); love::Vector transformPoint(love::Vector p) const; love::Vector inverseTransformPoint(love::Vector p); const Matrix4 &getMatrix() const; void setMatrix(const Matrix4 &m); private: inline const Matrix4 &getInverseMatrix() { if (inverseDirty) { inverseDirty = false; inverseMatrix = matrix.inverse(); } return inverseMatrix; } Matrix4 matrix; bool inverseDirty; Matrix4 inverseMatrix; }; // Transform } // math } // love