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24a7a3d367
--HG-- branch : dynamiccore2
134 lines
2.7 KiB
C++
134 lines
2.7 KiB
C++
/**
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* Copyright (c) 2006-2016 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* 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
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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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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#include "Transform.h"
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namespace love
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{
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namespace math
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{
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love::Type Transform::type("Transform", &Object::type);
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Transform::Transform()
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: matrix()
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, inverseDirty(true)
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, inverseMatrix()
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{
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}
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Transform::Transform(const Matrix4 &m)
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: matrix(m)
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, inverseDirty(true)
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, inverseMatrix()
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{
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}
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Transform::Transform(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky)
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: matrix(x, y, a, sx, sy, ox, oy, kx, ky)
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, inverseDirty(true)
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, inverseMatrix()
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{
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}
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Transform::~Transform()
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{
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}
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Transform *Transform::clone()
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{
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return new Transform(*this);
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}
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Transform *Transform::inverse()
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{
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return new Transform(getInverseMatrix());
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}
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void Transform::apply(Transform *other)
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{
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matrix *= other->getMatrix();
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inverseDirty = true;
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}
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void Transform::translate(float x, float y)
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{
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matrix.translate(x, y);
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inverseDirty = true;
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}
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void Transform::rotate(float angle)
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{
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matrix.rotate(angle);
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inverseDirty = true;
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}
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void Transform::scale(float x, float y)
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{
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matrix.scale(x, y);
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inverseDirty = true;
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}
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void Transform::shear(float x, float y)
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{
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matrix.shear(x, y);
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inverseDirty = true;
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}
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void Transform::reset()
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{
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matrix.setIdentity();
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inverseDirty = true;
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}
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void Transform::setTransformation(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky)
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{
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matrix.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
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inverseDirty = true;
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}
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love::Vector Transform::transformPoint(love::Vector p) const
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{
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love::Vector result;
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matrix.transform(&result, &p, 1);
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return result;
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}
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love::Vector Transform::inverseTransformPoint(love::Vector p)
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{
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love::Vector result;
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getInverseMatrix().transform(&result, &p, 1);
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return result;
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}
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const Matrix4 &Transform::getMatrix() const
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{
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return matrix;
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}
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void Transform::setMatrix(const Matrix4 &m)
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{
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matrix = m;
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inverseDirty = true;
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}
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} // math
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} // love
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