fractorium/Source/Ember/Affine2D.h

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#pragma once
#include "Utils.h"
/// <summary>
/// Affine2D class.
/// </summary>
namespace EmberNs
{
/// <summary>
/// Uses matrix composition to handle the
/// affine matrix. Taken almost entirely from
/// Fractron, but using glm, and in C++.
/// Note that the matrix layout differs from flam3 so it's best to use
/// the A, B, C, D, E, F wrappers around the underlying matrix indices. But if the matrix must
/// be accessed directly, the two are laid out as such:
/// flam3: 3 columns of 2 rows each. Accessed col, row.
/// [a(0,0)][b(1,0)][c(2,0)]
/// [d(0,1)][e(1,1)][f(2,1)]
/// Ember: 2 columns of 3 rows each. Accessed col, row.
/// [a(0,0)][d(1,0)]
/// [b(0,1)][e(1,1)]
/// [c(0,2)][f(1,2)]
/// Template argument expected to be float or double.
/// </summary>
template <typename T>
class EMBER_API Affine2D
{
public:
Affine2D();
/// <summary>
/// Default copy constructor.
/// </summary>
/// <param name="affine">The Affine2D object to copy</param>
Affine2D(const Affine2D<T>& affine)
{
Affine2D<T>::operator=<T>(affine);
}
/// <summary>
/// Copy constructor to copy an Affine2D object of type U.
/// </summary>
/// <param name="affine">The Affine2D object to copy</param>
template <typename U>
Affine2D(const Affine2D<U>& affine)
{
Affine2D<T>::operator=<U>(affine);
}
Affine2D(v2T& x, v2T& y, v2T& t);
Affine2D(T xx, T xy, T yx, T yy, T tx, T ty);
Affine2D(m4T& mat);
/// <summary>
/// Default assignment operator.
/// </summary>
/// <param name="affine">The Affine2D object to copy</param>
Affine2D<T>& operator = (const Affine2D<T>& affine)
{
if (this != &affine)
Affine2D<T>::operator=<T>(affine);
return *this;
}
/// <summary>
/// Assignment operator to assign an Affine2D object of type U.
/// </summary>
/// <param name="affine">The Affine2D object to copy.</param>
/// <returns>Reference to updated self</returns>
template <typename U>
Affine2D<T>& operator = (const Affine2D<U>& affine)
{
A(T(affine.A()));
B(T(affine.B()));
C(T(affine.C()));
D(T(affine.D()));
E(T(affine.E()));
F(T(affine.F()));
return *this;
}
inline void MakeID();
inline bool IsID() const;
inline bool IsZero() const;
inline void Rotate(T angle);
inline void Translate(v2T& v);
inline void RotateScaleXTo(v2T& v);
inline void RotateScaleYTo(v2T& v);
inline Affine2D<T> Inverse() const;
inline v2T TransformNormal(const v2T& v) const;
inline v2T TransformVector(const v2T& v) const;
inline m2T ToMat2ColMajor() const;
inline m2T ToMat2RowMajor() const;
inline m4T ToMat4ColMajor(bool center = false) const;
inline m4T ToMat4RowMajor(bool center = false) const;
bool operator == (const Affine2D<T>& affine);
Affine2D<T>& operator * (const Affine2D<T>& affine);
v2T operator * (const v2T& v);
inline T A() const;
inline T B() const;
inline T C() const;
inline T D() const;
inline T E() const;
inline T F() const;
inline void A(T a);
inline void B(T b);
inline void C(T c);
inline void D(T d);
inline void E(T e);
inline void F(T f);
inline v2T X() const;
inline v2T Y() const;
inline v2T O() const;
inline void X(v2T& x);
inline void Y(v2T& y);
inline void O(v2T& t);
//static Affine2D Identity();//Complains about inline.
static inline Affine2D CalcRotateScale(v2T& from, v2T& to);
static inline void CalcRSAC(v2T& from, v2T& to, T& a, T& c);
m23T m_Mat;
};
//This class had to be implemented in a cpp file because the compiler was breaking.
//So the explicit instantiation must be declared here rather than in Ember.cpp where
//all of the other classes are done.
template EMBER_API class Affine2D<float>;
#ifdef DO_DOUBLE
template EMBER_API class Affine2D<double>;
#endif
}