//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2025 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. // //////////////////////////////////////////////////////////// #pragma once //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include namespace sf { class Angle; //////////////////////////////////////////////////////////// /// \brief 3x3 transform matrix /// //////////////////////////////////////////////////////////// class Transform { public: //////////////////////////////////////////////////////////// /// \brief Default constructor /// /// Creates an identity transform (a transform that does nothing). /// //////////////////////////////////////////////////////////// constexpr Transform() = default; //////////////////////////////////////////////////////////// /// \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 /// //////////////////////////////////////////////////////////// constexpr 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 /// //////////////////////////////////////////////////////////// [[nodiscard]] constexpr 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 /// //////////////////////////////////////////////////////////// [[nodiscard]] constexpr Transform getInverse() const; //////////////////////////////////////////////////////////// /// \brief Transform a 2D point /// /// These two statements are equivalent: /// \code /// sf::Vector2f transformedPoint = matrix.transformPoint(point); /// sf::Vector2f transformedPoint = matrix * point; /// \endcode /// /// \param point Point to transform /// /// \return Transformed point /// //////////////////////////////////////////////////////////// [[nodiscard]] constexpr Vector2f transformPoint(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 /// //////////////////////////////////////////////////////////// [[nodiscard]] constexpr FloatRect transformRect(const FloatRect& rectangle) const; //////////////////////////////////////////////////////////// /// \brief Combine the current transform with another one /// /// The result is a transform that is equivalent to applying /// `transform` followed by `*this`. Mathematically, it is /// equivalent to a matrix multiplication `(*this) * transform`. /// /// These two statements are equivalent: /// \code /// left.combine(right); /// left *= right; /// \endcode /// /// \param transform Transform to combine with this transform /// /// \return Reference to `*this` /// //////////////////////////////////////////////////////////// constexpr 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(sf::Vector2f(100, 200)).rotate(sf::degrees(45)); /// \endcode /// /// \param offset Translation offset to apply /// /// \return Reference to `*this` /// /// \see `rotate`, `scale` /// //////////////////////////////////////////////////////////// constexpr Transform& translate(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(sf::degrees(90)).translate(50, 20); /// \endcode /// /// \param angle Rotation angle /// /// \return Reference to `*this` /// /// \see `translate`, `scale` /// //////////////////////////////////////////////////////////// SFML_GRAPHICS_API Transform& rotate(Angle 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(sf::degrees(90), sf::Vector2f(8, 3)).translate(sf::Vector2f(50, 20)); /// \endcode /// /// \param angle Rotation angle /// \param center Center of rotation /// /// \return Reference to `*this` /// /// \see `translate`, `scale` /// //////////////////////////////////////////////////////////// SFML_GRAPHICS_API Transform& rotate(Angle angle, 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(sf::Vector2f(2, 1)).rotate(sf::degrees(45)); /// \endcode /// /// \param factors Scaling factors /// /// \return Reference to `*this` /// /// \see `translate`, `rotate` /// //////////////////////////////////////////////////////////// constexpr Transform& scale(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` /// //////////////////////////////////////////////////////////// constexpr Transform& scale(Vector2f factors, Vector2f center); //////////////////////////////////////////////////////////// // Static member data //////////////////////////////////////////////////////////// // NOLINTNEXTLINE(readability-identifier-naming) static const Transform Identity; //!< The identity transform (does nothing) private: //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// // clang-format off std::array m_matrix{1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f}; //!< 4x4 matrix defining the transformation // clang-format off }; //////////////////////////////////////////////////////////// /// \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 /// //////////////////////////////////////////////////////////// [[nodiscard]] constexpr 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 /// //////////////////////////////////////////////////////////// constexpr 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 /// //////////////////////////////////////////////////////////// [[nodiscard]] constexpr Vector2f operator*(const Transform& left, Vector2f right); //////////////////////////////////////////////////////////// /// \relates sf::Transform /// \brief Overload of binary `operator==` to compare two transforms /// /// Performs an element-wise comparison of the elements of the /// left transform with the elements of the right transform. /// /// \param left Left operand (the first transform) /// \param right Right operand (the second transform) /// /// \return `true` if the transforms are equal, `false` otherwise /// //////////////////////////////////////////////////////////// [[nodiscard]] constexpr bool operator==(const Transform& left, const Transform& right); //////////////////////////////////////////////////////////// /// \relates sf::Transform /// \brief Overload of binary `operator!=` to compare two transforms /// /// This call is equivalent to `!(left == right)`. /// /// \param left Left operand (the first transform) /// \param right Right operand (the second transform) /// /// \return `true` if the transforms are not equal, `false` otherwise /// //////////////////////////////////////////////////////////// [[nodiscard]] constexpr bool operator!=(const Transform& left, const Transform& right); } // namespace sf #include //////////////////////////////////////////////////////////// /// \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` /// ////////////////////////////////////////////////////////////