axmol/extensions/DragonBones/geom/Transform.h

281 lines
6.3 KiB
C++

/**
* 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