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dae16-VerhulstBram-GameProject/Engine/Matrix2x3.h
2024-02-27 10:10:02 +01:00

125 lines
4.9 KiB
C++

#pragma once
#include <vector>
#include "Vector2f.h"
struct Matrix2x3 final
{
// -------------------------
// Constructors
// -------------------------
// Default constructor results in a unity matrix
explicit Matrix2x3( Vector2f dirX = Vector2f{ 1, 0 }, Vector2f dirY = Vector2f{ 0, 1 }, Vector2f origTrans = Vector2f{ 0, 0 } );
// Constructor, using floats, all required
explicit Matrix2x3( float e1X, float e1Y, float e2X, float e2Y, float oX, float oY );
// -------------------------
// General Methods
// -------------------------
// Transform a vector by this matrix, no translation
// Vector2f vTransformed = mat.Transform(v);
Vector2f Transform( const Vector2f& v ) const;
// Transform a point by this matrix, including translation
// Point2f pTransformed = mat.Transform(p);
Point2f Transform( const Point2f& p ) const;
// Transform a Rectf by this matrix, including translation
// std::vector<Point2f> transformedVertices = mat.Transform(r);
std::vector<Point2f> Transform( const Rectf& r ) const;
// Transform a Rectf by this matrix, including translation
// Pass pointer to resulting array (size should be at least 4)
// Point2f transformedVertices[4];
// Transform(r, transformedVertices);
void Transform( const Rectf& r, Point2f* transVertices ) const;
// Transform a Polygon by this matrix, including translation
// std::vector<Point2f> transformedVertices = mat.Transform(vertices);
std::vector<Point2f> Transform( const std::vector<Point2f>& vertices ) const;
// Transform a Polygon by this matrix, including translation
// Pass pointer to resulting array (size should be at least size of polygon)
// Point2f transformedVertices[vertices.size()];
// Transform(vertices, transformedVertices);
void Transform( const std::vector<Point2f>& vertices, Point2f* transVertices ) const;
// Transform a Polygon by this matrix, including translation
// Point2f transformedVertices[nrVertices];
// Transform(vertices, nrVertices, transformedVertices);
void Transform( const Point2f* vertices, Point2f* transVertices, size_t nrVertices ) const;
// Calculate the determinant
float Determinant( ) const;
// Calculate the inverse matrix
Matrix2x3 Inverse( ) const;
// Are two matrices equal within a threshold?
// mat1.Equals(mat2)
bool Equals( const Matrix2x3& other, float epsilon = 0.001f ) const;
// Creates a string containing a text representation of the values of the matrix
std::string ToString( ) const;
// Converts this matrix into a Identity matrix
void SetAsIdentity( );
// Converts this matrix into a Rotate matrix
void SetAsRotate( float degrees );
// Converts this matrix into a Translation matrix
void SetAsTranslate( float tx, float ty );
// Converts this matrix into a Translation matrix
void SetAsTranslate( Vector2f pt );
// Converts this matrix into a Scale matrix
void SetAsScale( float sx, float sy );
// Converts this matrix into a Scale matrix
void SetAsScale( float s );
// -------------------------------------------
// Static Matrix2x3 object creation methods
// -------------------------------------------
// Instantiate a rotation matrix:
// Matrix matRot = Matrix::Rotation(45.0f);
static Matrix2x3 CreateRotationMatrix( float degrees );
// Instantiate an identity matrix:
// Matrix2x3 matId = Matrix2x3::Identity();
static Matrix2x3 CreateIdentityMatrix( );
// Instantiate a scale matrix:
// Matrix matScale = Matrix::Scaling(2.0f);
static Matrix2x3 CreateScalingMatrix( float scale );
// Instantiate a scale matrix:
// Matrix matScale = Matrix::Scaling(2.0f,-3.0f);
static Matrix2x3 CreateScalingMatrix( float scaleX, float scaleY );
// Instantiate a scale matrix:
// Matrix matScale = Matrix::Scaling( Vector2f(2.0f,-3.0f) );
static Matrix2x3 CreateScalingMatrix( Vector2f scaleVector );
// Instantiate a translation matrix:
// Matrix matTrans = Matrix::Translation( Vector2f(2.0f,3.0f) );
static Matrix2x3 CreateTranslationMatrix( Vector2f origin );
// Instantiate a translation matrix:
// Matrix matTrans = Matrix::Translation(2.0f, 3.0f);
static Matrix2x3 CreateTranslationMatrix( float tx, float ty );
// -------------------------
// Datamembers
// -------------------------
Vector2f dirX; // The first matrix vector (the "x-axis"), 1st column
Vector2f dirY; // The second matrix vector (the "y-axis"), second column
Vector2f orig; // The origin of the coordinate matrix (the "translation"), third column
};
// -------------------------
// Operators
// -------------------------
// Are two matrices exactly equal?
// mat1 == mat2
bool operator==( const Matrix2x3& lhs, const Matrix2x3& rhs );
// Are two matrices exactly unequal?
// mat1 != mat2
bool operator!=( const Matrix2x3& lhs, const Matrix2x3& rhs );
// Multiply matrices
// Matrix2x3 matProduct {mat1 * mat2};
Matrix2x3 operator*( const Matrix2x3& lhs, const Matrix2x3& rhs );
// Send matrix to output stream
// std::cout << mat;
std::ostream& operator<<( std::ostream& os, const Matrix2x3& matrix );