mirror of https://github.com/axmolengine/axmol.git
172 lines
6.4 KiB
C++
172 lines
6.4 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "math/AffineTransform.h"
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#include <algorithm>
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#include <math.h>
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using namespace std;
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NS_AX_BEGIN
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AffineTransform __CCAffineTransformMake(float a, float b, float c, float d, float tx, float ty)
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{
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AffineTransform t;
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t.a = a;
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t.b = b;
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t.c = c;
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t.d = d;
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t.tx = tx;
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t.ty = ty;
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return t;
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}
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Vec2 __CCPointApplyAffineTransform(const Vec2& point, const AffineTransform& t)
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{
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Vec2 p;
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p.x = (float)((double)t.a * point.x + (double)t.c * point.y + t.tx);
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p.y = (float)((double)t.b * point.x + (double)t.d * point.y + t.ty);
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return p;
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}
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Vec2 PointApplyTransform(const Vec2& point, const Mat4& transform)
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{
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Vec3 vec(point.x, point.y, 0);
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transform.transformPoint(&vec);
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return Vec2(vec.x, vec.y);
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}
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Vec2 __CCSizeApplyAffineTransform(const Vec2& size, const AffineTransform& t)
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{
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Vec2 s;
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s.width = (float)((double)t.a * size.width + (double)t.c * size.height);
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s.height = (float)((double)t.b * size.width + (double)t.d * size.height);
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return s;
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}
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AffineTransform AffineTransformMakeIdentity()
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{
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return __CCAffineTransformMake(1.0, 0.0, 0.0, 1.0, 0.0, 0.0);
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}
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extern const AffineTransform AffineTransformIdentity = AffineTransformMakeIdentity();
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const AffineTransform AffineTransform::IDENTITY = AffineTransformMakeIdentity();
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Rect RectApplyAffineTransform(const Rect& rect, const AffineTransform& anAffineTransform)
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{
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float top = rect.getMinY();
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float left = rect.getMinX();
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float right = rect.getMaxX();
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float bottom = rect.getMaxY();
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Vec2 topLeft = PointApplyAffineTransform(Vec2(left, top), anAffineTransform);
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Vec2 topRight = PointApplyAffineTransform(Vec2(right, top), anAffineTransform);
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Vec2 bottomLeft = PointApplyAffineTransform(Vec2(left, bottom), anAffineTransform);
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Vec2 bottomRight = PointApplyAffineTransform(Vec2(right, bottom), anAffineTransform);
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float minX = min(min(topLeft.x, topRight.x), min(bottomLeft.x, bottomRight.x));
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float maxX = max(max(topLeft.x, topRight.x), max(bottomLeft.x, bottomRight.x));
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float minY = min(min(topLeft.y, topRight.y), min(bottomLeft.y, bottomRight.y));
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float maxY = max(max(topLeft.y, topRight.y), max(bottomLeft.y, bottomRight.y));
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return Rect(minX, minY, (maxX - minX), (maxY - minY));
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}
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Rect RectApplyTransform(const Rect& rect, const Mat4& transform)
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{
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float top = rect.getMinY();
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float left = rect.getMinX();
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float right = rect.getMaxX();
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float bottom = rect.getMaxY();
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Vec3 topLeft(left, top, 0);
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Vec3 topRight(right, top, 0);
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Vec3 bottomLeft(left, bottom, 0);
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Vec3 bottomRight(right, bottom, 0);
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transform.transformPoint(&topLeft);
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transform.transformPoint(&topRight);
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transform.transformPoint(&bottomLeft);
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transform.transformPoint(&bottomRight);
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float minX = min(min(topLeft.x, topRight.x), min(bottomLeft.x, bottomRight.x));
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float maxX = max(max(topLeft.x, topRight.x), max(bottomLeft.x, bottomRight.x));
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float minY = min(min(topLeft.y, topRight.y), min(bottomLeft.y, bottomRight.y));
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float maxY = max(max(topLeft.y, topRight.y), max(bottomLeft.y, bottomRight.y));
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return Rect(minX, minY, (maxX - minX), (maxY - minY));
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}
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AffineTransform AffineTransformTranslate(const AffineTransform& t, float tx, float ty)
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{
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return __CCAffineTransformMake(t.a, t.b, t.c, t.d, t.tx + t.a * tx + t.c * ty, t.ty + t.b * tx + t.d * ty);
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}
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AffineTransform AffineTransformScale(const AffineTransform& t, float sx, float sy)
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{
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return __CCAffineTransformMake(t.a * sx, t.b * sx, t.c * sy, t.d * sy, t.tx, t.ty);
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}
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AffineTransform AffineTransformRotate(const AffineTransform& t, float anAngle)
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{
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float sine = sinf(anAngle);
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float cosine = cosf(anAngle);
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return __CCAffineTransformMake(t.a * cosine + t.c * sine, t.b * cosine + t.d * sine, t.c * cosine - t.a * sine,
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t.d * cosine - t.b * sine, t.tx, t.ty);
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}
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/* Concatenate `t2' to `t1' and return the result:
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t' = t1 * t2 */
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AffineTransform AffineTransformConcat(const AffineTransform& t1, const AffineTransform& t2)
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{
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return __CCAffineTransformMake(t1.a * t2.a + t1.b * t2.c, t1.a * t2.b + t1.b * t2.d, // a,b
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t1.c * t2.a + t1.d * t2.c, t1.c * t2.b + t1.d * t2.d, // c,d
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t1.tx * t2.a + t1.ty * t2.c + t2.tx, // tx
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t1.tx * t2.b + t1.ty * t2.d + t2.ty); // ty
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}
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Mat4 TransformConcat(const Mat4& t1, const Mat4& t2)
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{
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return t1 * t2;
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}
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/* Return true if `t1' and `t2' are equal, false otherwise. */
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bool AffineTransformEqualToTransform(const AffineTransform& t1, const AffineTransform& t2)
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{
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return (t1.a == t2.a && t1.b == t2.b && t1.c == t2.c && t1.d == t2.d && t1.tx == t2.tx && t1.ty == t2.ty);
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}
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AffineTransform AffineTransformInvert(const AffineTransform& t)
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{
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float determinant = 1 / (t.a * t.d - t.b * t.c);
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return __CCAffineTransformMake(determinant * t.d, -determinant * t.b, -determinant * t.c, determinant * t.a,
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determinant * (t.c * t.ty - t.d * t.tx), determinant * (t.b * t.tx - t.a * t.ty));
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}
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NS_AX_END
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