Files
love/src/common/Matrix.h
T
2010-01-31 16:54:47 +01:00

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/**
* Copyright (c) 2006-2010 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. Althought not
* really needed for 2D, it contains 4x4 elements to be compatible with
* OpenGL without conversions.
**/
class Matrix
{
private:
/**
* | e0 e4 e8 e12 |
* | e1 e5 e9 e13 |
* | e2 e6 e10 e14 |
* | e3 e7 e11 e15 |
**/
float e[16];
public:
/**
* Creates a new identity matrix.
**/
Matrix();
/**
* Destructor.
**/
~Matrix();
/**
* Multiplies this Matrix with another Matrix, changing neither.
* @param m The Matrix to multiply with this Matrix.
* @return The combined matrix.
**/
Matrix operator * (const Matrix & m) const;
/**
* Multiplies a Matrix into this Matrix.
* @param m The Matrix to combine into this Matrix.
**/
void operator *= (const Matrix & 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 rotaion.
* @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);
/**
* 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.
**/
void setTransformation(float x, float y, float angle, float sx, float sy, float ox, float oy);
/**
* 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);
/**
* 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.
**/
void transform(vertex * dst, const vertex * src, int size) const;
}; // Matrix
} //love
#endif// LOVE_MATRIX_H