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