/** * The MIT License (MIT) * * Copyright (c) 2012-2018 DragonBones team and other contributors * * Permission is hereby granted, free of charge, to any person obtaining a copy of * this software and associated documentation files (the "Software"), to deal in * the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of * the Software, and to permit persons to whom the Software is furnished to do so, * subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef DRAGONBONES_TRANSFORM_H #define DRAGONBONES_TRANSFORM_H #include "../core/DragonBones.h" #include "Matrix.h" DRAGONBONES_NAMESPACE_BEGIN /** * - 2D Transform. * @version DragonBones 3.0 * @language en_US */ /** * - 2D 变换。 * @version DragonBones 3.0 * @language zh_CN */ class Transform final { public: /** * @private */ static const float PI; /** * @private */ static const float PI_D; /** * @private */ static const float PI_H; /** * @private */ static const float PI_Q; /** * @private */ static const float DEG_RAD; /** * @private */ static const float RAD_DEG; /** * @private */ static float normalizeRadian(float value) { value = fmod(value + Transform::PI, Transform::PI * 2.0f); value += value > 0.0f ? -Transform::PI : Transform::PI; return value; } public: /** * - Horizontal translate. * @version DragonBones 3.0 * @language en_US */ /** * - 水平位移。 * @version DragonBones 3.0 * @language zh_CN */ float x; /** * - Vertical translate. * @version DragonBones 3.0 * @language en_US */ /** * - 垂直位移。 * @version DragonBones 3.0 * @language zh_CN */ float y; /** * - Skew. (In radians) * @version DragonBones 3.0 * @language en_US */ /** * - 倾斜。 (以弧度为单位) * @version DragonBones 3.0 * @language zh_CN */ float skew; /** * - rotation. (In radians) * @version DragonBones 3.0 * @language en_US */ /** * - 旋转。 (以弧度为单位) * @version DragonBones 3.0 * @language zh_CN */ float rotation; /** * - Horizontal Scaling. * @version DragonBones 3.0 * @language en_US */ /** * - 水平缩放。 * @version DragonBones 3.0 * @language zh_CN */ float scaleX; /** * - Vertical scaling. * @version DragonBones 3.0 * @language en_US */ /** * - 垂直缩放。 * @version DragonBones 3.0 * @language zh_CN */ float scaleY; Transform() : x(0.0f), y(0.0f), skew(0.0f), rotation(0.0f), scaleX(1.0f), scaleY(1.0f) {} /** * @private */ Transform(const Transform& value) { operator=(value); } ~Transform() {} inline void operator=(const Transform& value) { x = value.x; y = value.y; skew = value.skew; rotation = value.rotation; scaleX = value.scaleX; scaleY = value.scaleY; } /** * @private */ inline Transform& identity() { x = y = skew = rotation = 0.0f; scaleX = scaleY = 1.0f; return *this; } /** * @private */ inline Transform& add(const Transform& value) { x += value.x; y += value.y; skew += value.skew; rotation += value.rotation; scaleX *= value.scaleX; scaleY *= value.scaleY; return *this; } /** * @private */ inline Transform& minus(const Transform& value) { x -= value.x; y -= value.y; skew -= value.skew; rotation -= value.rotation; scaleX /= value.scaleX; scaleY /= value.scaleY; return *this; } /** * @private */ inline Transform& fromMatrix(const Matrix& matrix) { const auto backupScaleX = scaleX, backupScaleY = scaleY; x = matrix.tx; y = matrix.ty; rotation = std::atan(matrix.b / matrix.a); auto skewX = std::atan(-matrix.c / matrix.d); scaleX = (rotation > -PI_Q && rotation < PI_Q) ? matrix.a / std::cos(rotation) : matrix.b / std::sin(rotation); scaleY = (skewX > -PI_Q && skewX < PI_Q) ? matrix.d / std::cos(skewX) : -matrix.c / std::sin(skewX); if (backupScaleX >= 0.0f && scaleX < 0.0f) { scaleX = -scaleX; rotation = rotation - PI; } if (backupScaleY >= 0.0f && scaleY < 0.0f) { scaleY = -scaleY; skewX = skewX - PI; } skew = skewX - rotation; return *this; } /** * @private */ inline Transform& toMatrix(Matrix& matrix) { if (rotation == 0.0f) { matrix.a = 1.0f; matrix.b = 0.0f; } else { matrix.a = std::cos(rotation); matrix.b = std::sin(rotation); } if (skew == 0.0f) { matrix.c = -matrix.b; matrix.d = matrix.a; } else { matrix.c = -std::sin(skew + rotation); matrix.d = std::cos(skew + rotation); } if (scaleX != 1.0f) { matrix.a *= scaleX; matrix.b *= scaleX; } if (scaleY != 1.0f) { matrix.c *= scaleY; matrix.d *= scaleY; } matrix.tx = x; matrix.ty = y; return *this; } }; DRAGONBONES_NAMESPACE_END #endif // DRAGONBONES_TRANSFORM_H