Implement Transform2D
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@@ -37,9 +37,14 @@ namespace LinearAlgebra {
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return {x, y, z};
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}
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float Matrix3x3::At(int x, int y) const {
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return this->elems[x][y];
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}
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void Matrix3x3::SetAt(int x, int y, float value)
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{
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this->elems[x][y] = value;
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}
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Vector3 Matrix3x3::operator*(const Vector3 &rhs) const {
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@@ -2,4 +2,29 @@
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namespace LinearAlgebra {
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const Transform2D Transform2D::Identity = Transform2D({0, 0}, {1, 1}, {0,0}, {0,0}, 0);
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const Transform2D Transform2D::FlipX = Transform2D({0, 0}, {-1, 1}, {0,0}, {0,0}, 0);
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const Transform2D Transform2D::FlipY = Transform2D({0, 0}, {1, -1}, {0,0}, {0,0}, 0);
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Vector2 Transform2D::Transform(const Vector2 &input) const {
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return transformation * input;
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}
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Transform2D::Transform2D(const Matrix3x3 &transform) : transformation(transform) { }
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Transform2D::Transform2D(const Vector2& pos, const Vector2& scale, const Vector2& origin, const Vector2& skew, float rotation) {
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transformation = Matrix3x3(pos.x, pos.y, rotation, scale.x, scale.y, origin.x, origin.y, skew.x, skew.y);
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}
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Transform2D Transform2D::Translate(float x, float y) const {
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auto copy = Matrix3x3(transformation);
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copy.SetAt(0, 0, transformation.At(0, 0) + x);
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copy.SetAt(0, 1, transformation.At(0, 1) + y);
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return Transform2D(copy);
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}
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Transform2D Transform2D::Translate(const LinearAlgebra::Vector2 &input) const {
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return Translate(input.x, input.y);
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}
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}
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