
Slightly changed the public interface of sf::View git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1152 4e206d99-4929-0410-ac5d-dfc041789085
160 lines
5.8 KiB
C++
160 lines
5.8 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages 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 freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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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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////////////////////////////////////////////////////////////
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#ifndef SFML_MATRIX3_HPP
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#define SFML_MATRIX3_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Graphics/Rect.hpp>
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#include <math.h>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// Utility class to manipulate 3x3 matrices representing
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/// 2D transformations
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////////////////////////////////////////////////////////////
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class SFML_API Matrix3
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{
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public :
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////////////////////////////////////////////////////////////
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/// Default constructor (builds an identity matrix)
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///
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////////////////////////////////////////////////////////////
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Matrix3();
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////////////////////////////////////////////////////////////
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/// Construct a matrix from its 9 elements
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///
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////////////////////////////////////////////////////////////
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Matrix3(float a00, float a01, float a02,
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float a10, float a11, float a12,
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float a20, float a21, float a22);
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////////////////////////////////////////////////////////////
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/// Build a matrix from a set of transformations
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///
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/// \param Center : Origin for the transformations
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/// \param Translation : Translation offset
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/// \param Rotation : Rotation angle in degrees
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/// \param Scale : Scaling factors
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///
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////////////////////////////////////////////////////////////
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void SetFromTransformations(const Vector2f& Center, const Vector2f& Translation, float Rotation, const Vector2f& Scale);
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////////////////////////////////////////////////////////////
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/// Build a matrix from a projection
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///
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/// \param Center : Center of the view
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/// \param Size : Size of the view
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/// \param Rotation : Angle of rotation of the view rectangle, in degrees
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///
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////////////////////////////////////////////////////////////
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void SetFromProjection(const Vector2f& Center, const Vector2f& Size, float Rotation);
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////////////////////////////////////////////////////////////
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/// Transform a point by the matrix
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///
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/// \param Point : Point to transform
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///
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/// \return Transformed point
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///
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////////////////////////////////////////////////////////////
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Vector2f Transform(const Vector2f& Point) const;
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////////////////////////////////////////////////////////////
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/// Return the inverse of the matrix
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///
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/// \return A new matrix which is the inverse of this
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///
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////////////////////////////////////////////////////////////
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Matrix3 GetInverse() const;
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////////////////////////////////////////////////////////////
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/// Return the elements of the matrix as a 4x4,
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/// in an array of 16 floats
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///
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/// \return Pointer to the 4x4 matrix elements
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///
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////////////////////////////////////////////////////////////
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const float* Get4x4Elements() const;
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////////////////////////////////////////////////////////////
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/// Operator () overloads to access the matrix elements
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///
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/// \param Row : Element row (0 based)
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/// \param Col : Element column (0 based)
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///
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/// \return Matrix element (Row, Col)
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///
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////////////////////////////////////////////////////////////
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float operator ()(unsigned int Row, unsigned int Col) const;
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float& operator ()(unsigned int Row, unsigned int Col);
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////////////////////////////////////////////////////////////
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/// Operator * overload to multiply two matrices
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///
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/// \param Mat : Matrix to multiply
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///
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/// \return this * Mat
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///
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////////////////////////////////////////////////////////////
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Matrix3 operator *(const Matrix3& Mat) const;
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////////////////////////////////////////////////////////////
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/// Operator *= overload to multiply-assign two matrices
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///
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/// \param Mat : Matrix to multiply
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///
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/// \return this * Mat
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///
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////////////////////////////////////////////////////////////
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Matrix3& operator *=(const Matrix3& Mat);
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////////////////////////////////////////////////////////////
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// Static member data
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////////////////////////////////////////////////////////////
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static const Matrix3 Identity; ///< Identity matrix
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private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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float myData[16]; /// Matrix elements (we directly store it as a 4x4 matrix for optimization purpose)
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};
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#include <SFML/Graphics/Matrix3.inl>
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} // namespace sf
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#endif // SFML_MATRIX3_HPP
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