SFML/include/SFML/Graphics/Matrix3.hpp
LaurentGom 1bb96087ad FS#10 - Add rotation to sf::View
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
2009-06-21 21:23:30 +00:00

160 lines
5.8 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// 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 SFML_MATRIX3_HPP
#define SFML_MATRIX3_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/Graphics/Rect.hpp>
#include <math.h>
namespace sf
{
////////////////////////////////////////////////////////////
/// Utility class to manipulate 3x3 matrices representing
/// 2D transformations
////////////////////////////////////////////////////////////
class SFML_API Matrix3
{
public :
////////////////////////////////////////////////////////////
/// Default constructor (builds an identity matrix)
///
////////////////////////////////////////////////////////////
Matrix3();
////////////////////////////////////////////////////////////
/// Construct a matrix from its 9 elements
///
////////////////////////////////////////////////////////////
Matrix3(float a00, float a01, float a02,
float a10, float a11, float a12,
float a20, float a21, float a22);
////////////////////////////////////////////////////////////
/// Build a matrix from a set of transformations
///
/// \param Center : Origin for the transformations
/// \param Translation : Translation offset
/// \param Rotation : Rotation angle in degrees
/// \param Scale : Scaling factors
///
////////////////////////////////////////////////////////////
void SetFromTransformations(const Vector2f& Center, const Vector2f& Translation, float Rotation, const Vector2f& Scale);
////////////////////////////////////////////////////////////
/// Build a matrix from a projection
///
/// \param Center : Center of the view
/// \param Size : Size of the view
/// \param Rotation : Angle of rotation of the view rectangle, in degrees
///
////////////////////////////////////////////////////////////
void SetFromProjection(const Vector2f& Center, const Vector2f& Size, float Rotation);
////////////////////////////////////////////////////////////
/// Transform a point by the matrix
///
/// \param Point : Point to transform
///
/// \return Transformed point
///
////////////////////////////////////////////////////////////
Vector2f Transform(const Vector2f& Point) const;
////////////////////////////////////////////////////////////
/// Return the inverse of the matrix
///
/// \return A new matrix which is the inverse of this
///
////////////////////////////////////////////////////////////
Matrix3 GetInverse() const;
////////////////////////////////////////////////////////////
/// Return the elements of the matrix as a 4x4,
/// in an array of 16 floats
///
/// \return Pointer to the 4x4 matrix elements
///
////////////////////////////////////////////////////////////
const float* Get4x4Elements() const;
////////////////////////////////////////////////////////////
/// Operator () overloads to access the matrix elements
///
/// \param Row : Element row (0 based)
/// \param Col : Element column (0 based)
///
/// \return Matrix element (Row, Col)
///
////////////////////////////////////////////////////////////
float operator ()(unsigned int Row, unsigned int Col) const;
float& operator ()(unsigned int Row, unsigned int Col);
////////////////////////////////////////////////////////////
/// Operator * overload to multiply two matrices
///
/// \param Mat : Matrix to multiply
///
/// \return this * Mat
///
////////////////////////////////////////////////////////////
Matrix3 operator *(const Matrix3& Mat) const;
////////////////////////////////////////////////////////////
/// Operator *= overload to multiply-assign two matrices
///
/// \param Mat : Matrix to multiply
///
/// \return this * Mat
///
////////////////////////////////////////////////////////////
Matrix3& operator *=(const Matrix3& Mat);
////////////////////////////////////////////////////////////
// Static member data
////////////////////////////////////////////////////////////
static const Matrix3 Identity; ///< Identity matrix
private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
float myData[16]; /// Matrix elements (we directly store it as a 4x4 matrix for optimization purpose)
};
#include <SFML/Graphics/Matrix3.inl>
} // namespace sf
#endif // SFML_MATRIX3_HPP