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love/src/common/Matrix.h
T
Alex Szpakowski 46a2e7b85c Happy new year! 🎉
2016-01-01 00:05:06 -04:00

291 lines
7.0 KiB
C++

/**
* Copyright (c) 2006-2016 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.
**/
#ifndef LOVE_MATRIX_H
#define LOVE_MATRIX_H
// LOVE
#include "math.h"
namespace love
{
/**
* This class is the basis for all transformations in LOVE. Although not really
* needed for 2D, it contains 4x4 elements to be compatible with OpenGL without
* conversions.
**/
class Matrix4
{
public:
/**
* Creates a new identity matrix.
**/
Matrix4();
/**
* Creates a new matrix set to a transformation.
**/
Matrix4(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky);
/**
* Destructor.
**/
~Matrix4();
/**
* Multiplies this Matrix with another Matrix, changing neither.
* @param m The Matrix to multiply with this Matrix.
* @return The combined matrix.
**/
Matrix4 operator * (const Matrix4 &m) const;
/**
* Multiplies a Matrix into this Matrix.
* @param m The Matrix to combine into this Matrix.
**/
void operator *= (const Matrix4 &m);
/**
* Gets a pointer to the 16 array elements.
* @return The array elements.
**/
const float *getElements() const;
/**
* Resets this Matrix to the identity matrix.
**/
void setIdentity();
/**
* Resets this Matrix to a translation.
* @param x Translation along x-axis.
* @param y Translation along y-axis.
**/
void setTranslation(float x, float y);
/**
* Resets this Matrix to a rotation.
* @param r The angle in radians.
**/
void setRotation(float r);
/**
* Resets this Matrix to a scale transformation.
* @param sx Scale factor along the x-axis.
* @param sy Scale factor along the y-axis.
**/
void setScale(float sx, float sy);
/**
* Resets this Matrix to a shear transformation.
* @param kx Shear along x-axis.
* @param ky Shear along y-axis.
**/
void setShear(float kx, float ky);
/**
* Creates a transformation with a certain position, orientation, scale
* and offset. Perfect for Drawables -- what a coincidence!
*
* @param x The translation along the x-axis.
* @param y The translation along the y-axis.
* @param angle The rotation (rad) around the center with offset (ox,oy).
* @param sx Scale along x-axis.
* @param sy Scale along y-axis.
* @param ox The offset for rotation along the x-axis.
* @param oy The offset for rotation along the y-axis.
* @param kx Shear along x-axis
* @param ky Shear along y-axis
**/
void setTransformation(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky);
/**
* Multiplies this Matrix with a translation.
* @param x Translation along x-axis.
* @param y Translation along y-axis.
**/
void translate(float x, float y);
/**
* Multiplies this Matrix with a rotation.
* @param r Angle in radians.
**/
void rotate(float r);
/**
* Multiplies this Matrix with a scale transformation.
* @param sx Scale factor along the x-axis.
* @param sy Scale factor along the y-axis.
**/
void scale(float sx, float sy);
/**
* Multiplies this Matrix with a shear transformation.
* @param kx Shear along the x-axis.
* @param ky Shear along the y-axis.
**/
void shear(float kx, float ky);
/**
* Transforms an array of vertices by this Matrix. The sources and
* destination arrays may be the same.
*
* @param dst Storage for the transformed vertices.
* @param src The source vertices.
* @param size The number of vertices.
**/
template <typename V>
void transform(V *dst, const V *src, int size) const;
/**
* Creates a new orthographic projection matrix with depth in the range of
* [-1, 1].
**/
static Matrix4 ortho(float left, float right, float bottom, float top);
private:
/**
* | e0 e4 e8 e12 |
* | e1 e5 e9 e13 |
* | e2 e6 e10 e14 |
* | e3 e7 e11 e15 |
**/
float e[16];
}; // Matrix4
class Matrix3
{
public:
Matrix3();
/**
* Constructs a 3x3 matrix from the upper left section of a 4x4 matrix.
**/
Matrix3(const Matrix4 &mat4);
/**
* Creates a new matrix set to a transformation.
**/
Matrix3(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky);
~Matrix3();
/**
* Resets this matrix to the identity matrix.
**/
void setIdentity();
Matrix3 operator * (const Matrix3 &m) const;
void operator *= (const Matrix3 &m);
/**
* Gets a pointer to the 9 array elements.
**/
const float *getElements() const;
/**
* Calculates the inverse of the transpose of this matrix.
**/
Matrix3 transposedInverse() const;
/**
* Creates a transformation with a certain position, orientation, scale
* and offset.
*
* @param x The translation along the x-axis.
* @param y The translation along the y-axis.
* @param angle The rotation (rad) around the center with offset (ox,oy).
* @param sx Scale along x-axis.
* @param sy Scale along y-axis.
* @param ox The offset for rotation along the x-axis.
* @param oy The offset for rotation along the y-axis.
* @param kx Shear along x-axis
* @param ky Shear along y-axis
**/
void setTransformation(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky);
/**
* Transforms an array of vertices by this matrix.
**/
template <typename V>
void transform(V *dst, const V *src, int size) const;
private:
/**
* | e0 e3 e6
* | e1 e4 e7
* | e2 e5 e8
**/
float e[9];
}; // Matrix3
// | x |
// | y |
// | 0 |
// | 1 |
// | e0 e4 e8 e12 |
// | e1 e5 e9 e13 |
// | e2 e6 e10 e14 |
// | e3 e7 e11 e15 |
template <typename V>
void Matrix4::transform(V *dst, const V *src, int size) const
{
for (int i = 0; i < size; i++)
{
// Store in temp variables in case src = dst
float x = (e[0]*src[i].x) + (e[4]*src[i].y) + (0) + (e[12]);
float y = (e[1]*src[i].x) + (e[5]*src[i].y) + (0) + (e[13]);
dst[i].x = x;
dst[i].y = y;
}
}
// | x |
// | y |
// | 1 |
// | e0 e3 e6 |
// | e1 e4 e7 |
// | e2 e5 e8 |
template <typename V>
void Matrix3::transform(V *dst, const V *src, int size) const
{
for (int i = 0; i < size; i++)
{
float x = (e[0]*src[i].x) + (e[3]*src[i].y) + (e[6]);
float y = (e[1]*src[i].x) + (e[4]*src[i].y) + (e[7]);
dst[i].x = x;
dst[i].y = y;
}
}
} //love
#endif// LOVE_MATRIX_H