summaryrefslogtreecommitdiff
path: root/include/SFML/Graphics/Transform.hpp
blob: f1094ce360e227cf753e8b0ac4b41660e2fdf9c1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2016 Laurent Gomila (laurent@sfml-dev.org)
//
// 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_TRANSFORM_HPP
#define SFML_TRANSFORM_HPP

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/Export.hpp>
#include <SFML/Graphics/Rect.hpp>
#include <SFML/System/Vector2.hpp>


namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Define a 3x3 transform matrix
///
////////////////////////////////////////////////////////////
class SFML_GRAPHICS_API Transform
{
public:

    ////////////////////////////////////////////////////////////
    /// \brief Default constructor
    ///
    /// Creates an identity transform (a transform that does nothing).
    ///
    ////////////////////////////////////////////////////////////
    Transform();

    ////////////////////////////////////////////////////////////
    /// \brief Construct a transform from a 3x3 matrix
    ///
    /// \param a00 Element (0, 0) of the matrix
    /// \param a01 Element (0, 1) of the matrix
    /// \param a02 Element (0, 2) of the matrix
    /// \param a10 Element (1, 0) of the matrix
    /// \param a11 Element (1, 1) of the matrix
    /// \param a12 Element (1, 2) of the matrix
    /// \param a20 Element (2, 0) of the matrix
    /// \param a21 Element (2, 1) of the matrix
    /// \param a22 Element (2, 2) of the matrix
    ///
    ////////////////////////////////////////////////////////////
    Transform(float a00, float a01, float a02,
              float a10, float a11, float a12,
              float a20, float a21, float a22);

    ////////////////////////////////////////////////////////////
    /// \brief Return the transform as a 4x4 matrix
    ///
    /// This function returns a pointer to an array of 16 floats
    /// containing the transform elements as a 4x4 matrix, which
    /// is directly compatible with OpenGL functions.
    ///
    /// \code
    /// sf::Transform transform = ...;
    /// glLoadMatrixf(transform.getMatrix());
    /// \endcode
    ///
    /// \return Pointer to a 4x4 matrix
    ///
    ////////////////////////////////////////////////////////////
    const float* getMatrix() const;

    ////////////////////////////////////////////////////////////
    /// \brief Return the inverse of the transform
    ///
    /// If the inverse cannot be computed, an identity transform
    /// is returned.
    ///
    /// \return A new transform which is the inverse of self
    ///
    ////////////////////////////////////////////////////////////
    Transform getInverse() const;

    ////////////////////////////////////////////////////////////
    /// \brief Transform a 2D point
    ///
    /// \param x X coordinate of the point to transform
    /// \param y Y coordinate of the point to transform
    ///
    /// \return Transformed point
    ///
    ////////////////////////////////////////////////////////////
    Vector2f transformPoint(float x, float y) const;

    ////////////////////////////////////////////////////////////
    /// \brief Transform a 2D point
    ///
    /// \param point Point to transform
    ///
    /// \return Transformed point
    ///
    ////////////////////////////////////////////////////////////
    Vector2f transformPoint(const Vector2f& point) const;

    ////////////////////////////////////////////////////////////
    /// \brief Transform a rectangle
    ///
    /// Since SFML doesn't provide support for oriented rectangles,
    /// the result of this function is always an axis-aligned
    /// rectangle. Which means that if the transform contains a
    /// rotation, the bounding rectangle of the transformed rectangle
    /// is returned.
    ///
    /// \param rectangle Rectangle to transform
    ///
    /// \return Transformed rectangle
    ///
    ////////////////////////////////////////////////////////////
    FloatRect transformRect(const FloatRect& rectangle) const;

    ////////////////////////////////////////////////////////////
    /// \brief Combine the current transform with another one
    ///
    /// The result is a transform that is equivalent to applying
    /// *this followed by \a transform. Mathematically, it is
    /// equivalent to a matrix multiplication.
    ///
    /// \param transform Transform to combine with this transform
    ///
    /// \return Reference to *this
    ///
    ////////////////////////////////////////////////////////////
    Transform& combine(const Transform& transform);

    ////////////////////////////////////////////////////////////
    /// \brief Combine the current transform with a translation
    ///
    /// This function returns a reference to *this, so that calls
    /// can be chained.
    /// \code
    /// sf::Transform transform;
    /// transform.translate(100, 200).rotate(45);
    /// \endcode
    ///
    /// \param x Offset to apply on X axis
    /// \param y Offset to apply on Y axis
    ///
    /// \return Reference to *this
    ///
    /// \see rotate, scale
    ///
    ////////////////////////////////////////////////////////////
    Transform& translate(float x, float y);

    ////////////////////////////////////////////////////////////
    /// \brief Combine the current transform with a translation
    ///
    /// This function returns a reference to *this, so that calls
    /// can be chained.
    /// \code
    /// sf::Transform transform;
    /// transform.translate(sf::Vector2f(100, 200)).rotate(45);
    /// \endcode
    ///
    /// \param offset Translation offset to apply
    ///
    /// \return Reference to *this
    ///
    /// \see rotate, scale
    ///
    ////////////////////////////////////////////////////////////
    Transform& translate(const Vector2f& offset);

    ////////////////////////////////////////////////////////////
    /// \brief Combine the current transform with a rotation
    ///
    /// This function returns a reference to *this, so that calls
    /// can be chained.
    /// \code
    /// sf::Transform transform;
    /// transform.rotate(90).translate(50, 20);
    /// \endcode
    ///
    /// \param angle Rotation angle, in degrees
    ///
    /// \return Reference to *this
    ///
    /// \see translate, scale
    ///
    ////////////////////////////////////////////////////////////
    Transform& rotate(float angle);

    ////////////////////////////////////////////////////////////
    /// \brief Combine the current transform with a rotation
    ///
    /// The center of rotation is provided for convenience as a second
    /// argument, so that you can build rotations around arbitrary points
    /// more easily (and efficiently) than the usual
    /// translate(-center).rotate(angle).translate(center).
    ///
    /// This function returns a reference to *this, so that calls
    /// can be chained.
    /// \code
    /// sf::Transform transform;
    /// transform.rotate(90, 8, 3).translate(50, 20);
    /// \endcode
    ///
    /// \param angle Rotation angle, in degrees
    /// \param centerX X coordinate of the center of rotation
    /// \param centerY Y coordinate of the center of rotation
    ///
    /// \return Reference to *this
    ///
    /// \see translate, scale
    ///
    ////////////////////////////////////////////////////////////
    Transform& rotate(float angle, float centerX, float centerY);

    ////////////////////////////////////////////////////////////
    /// \brief Combine the current transform with a rotation
    ///
    /// The center of rotation is provided for convenience as a second
    /// argument, so that you can build rotations around arbitrary points
    /// more easily (and efficiently) than the usual
    /// translate(-center).rotate(angle).translate(center).
    ///
    /// This function returns a reference to *this, so that calls
    /// can be chained.
    /// \code
    /// sf::Transform transform;
    /// transform.rotate(90, sf::Vector2f(8, 3)).translate(sf::Vector2f(50, 20));
    /// \endcode
    ///
    /// \param angle Rotation angle, in degrees
    /// \param center Center of rotation
    ///
    /// \return Reference to *this
    ///
    /// \see translate, scale
    ///
    ////////////////////////////////////////////////////////////
    Transform& rotate(float angle, const Vector2f& center);

    ////////////////////////////////////////////////////////////
    /// \brief Combine the current transform with a scaling
    ///
    /// This function returns a reference to *this, so that calls
    /// can be chained.
    /// \code
    /// sf::Transform transform;
    /// transform.scale(2, 1).rotate(45);
    /// \endcode
    ///
    /// \param scaleX Scaling factor on the X axis
    /// \param scaleY Scaling factor on the Y axis
    ///
    /// \return Reference to *this
    ///
    /// \see translate, rotate
    ///
    ////////////////////////////////////////////////////////////
    Transform& scale(float scaleX, float scaleY);

    ////////////////////////////////////////////////////////////
    /// \brief Combine the current transform with a scaling
    ///
    /// The center of scaling is provided for convenience as a second
    /// argument, so that you can build scaling around arbitrary points
    /// more easily (and efficiently) than the usual
    /// translate(-center).scale(factors).translate(center).
    ///
    /// This function returns a reference to *this, so that calls
    /// can be chained.
    /// \code
    /// sf::Transform transform;
    /// transform.scale(2, 1, 8, 3).rotate(45);
    /// \endcode
    ///
    /// \param scaleX Scaling factor on X axis
    /// \param scaleY Scaling factor on Y axis
    /// \param centerX X coordinate of the center of scaling
    /// \param centerY Y coordinate of the center of scaling
    ///
    /// \return Reference to *this
    ///
    /// \see translate, rotate
    ///
    ////////////////////////////////////////////////////////////
    Transform& scale(float scaleX, float scaleY, float centerX, float centerY);

    ////////////////////////////////////////////////////////////
    /// \brief Combine the current transform with a scaling
    ///
    /// This function returns a reference to *this, so that calls
    /// can be chained.
    /// \code
    /// sf::Transform transform;
    /// transform.scale(sf::Vector2f(2, 1)).rotate(45);
    /// \endcode
    ///
    /// \param factors Scaling factors
    ///
    /// \return Reference to *this
    ///
    /// \see translate, rotate
    ///
    ////////////////////////////////////////////////////////////
    Transform& scale(const Vector2f& factors);

    ////////////////////////////////////////////////////////////
    /// \brief Combine the current transform with a scaling
    ///
    /// The center of scaling is provided for convenience as a second
    /// argument, so that you can build scaling around arbitrary points
    /// more easily (and efficiently) than the usual
    /// translate(-center).scale(factors).translate(center).
    ///
    /// This function returns a reference to *this, so that calls
    /// can be chained.
    /// \code
    /// sf::Transform transform;
    /// transform.scale(sf::Vector2f(2, 1), sf::Vector2f(8, 3)).rotate(45);
    /// \endcode
    ///
    /// \param factors Scaling factors
    /// \param center Center of scaling
    ///
    /// \return Reference to *this
    ///
    /// \see translate, rotate
    ///
    ////////////////////////////////////////////////////////////
    Transform& scale(const Vector2f& factors, const Vector2f& center);

    ////////////////////////////////////////////////////////////
    // Static member data
    ////////////////////////////////////////////////////////////
    static const Transform Identity; ///< The identity transform (does nothing)

private:

    ////////////////////////////////////////////////////////////
    // Member data
    ////////////////////////////////////////////////////////////
    float m_matrix[16]; ///< 4x4 matrix defining the transformation
};

////////////////////////////////////////////////////////////
/// \relates sf::Transform
/// \brief Overload of binary operator * to combine two transforms
///
/// This call is equivalent to calling Transform(left).combine(right).
///
/// \param left Left operand (the first transform)
/// \param right Right operand (the second transform)
///
/// \return New combined transform
///
////////////////////////////////////////////////////////////
SFML_GRAPHICS_API Transform operator *(const Transform& left, const Transform& right);

////////////////////////////////////////////////////////////
/// \relates sf::Transform
/// \brief Overload of binary operator *= to combine two transforms
///
/// This call is equivalent to calling left.combine(right).
///
/// \param left Left operand (the first transform)
/// \param right Right operand (the second transform)
///
/// \return The combined transform
///
////////////////////////////////////////////////////////////
SFML_GRAPHICS_API Transform& operator *=(Transform& left, const Transform& right);

////////////////////////////////////////////////////////////
/// \relates sf::Transform
/// \brief Overload of binary operator * to transform a point
///
/// This call is equivalent to calling left.transformPoint(right).
///
/// \param left Left operand (the transform)
/// \param right Right operand (the point to transform)
///
/// \return New transformed point
///
////////////////////////////////////////////////////////////
SFML_GRAPHICS_API Vector2f operator *(const Transform& left, const Vector2f& right);

} // namespace sf


#endif // SFML_TRANSFORM_HPP


////////////////////////////////////////////////////////////
/// \class sf::Transform
/// \ingroup graphics
///
/// A sf::Transform specifies how to translate, rotate, scale,
/// shear, project, whatever things. In mathematical terms, it defines
/// how to transform a coordinate system into another.
///
/// For example, if you apply a rotation transform to a sprite, the
/// result will be a rotated sprite. And anything that is transformed
/// by this rotation transform will be rotated the same way, according
/// to its initial position.
///
/// Transforms are typically used for drawing. But they can also be
/// used for any computation that requires to transform points between
/// the local and global coordinate systems of an entity (like collision
/// detection).
///
/// Example:
/// \code
/// // define a translation transform
/// sf::Transform translation;
/// translation.translate(20, 50);
///
/// // define a rotation transform
/// sf::Transform rotation;
/// rotation.rotate(45);
///
/// // combine them
/// sf::Transform transform = translation * rotation;
///
/// // use the result to transform stuff...
/// sf::Vector2f point = transform.transformPoint(10, 20);
/// sf::FloatRect rect = transform.transformRect(sf::FloatRect(0, 0, 10, 100));
/// \endcode
///
/// \see sf::Transformable, sf::RenderStates
///
////////////////////////////////////////////////////////////