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#strict 3

/*
	// Examples:
	obj->SetTransform([Rotate(90)]); // rotates graphics of obj around center by 90° clock-wise; array brackets necessary!
	obj->SetTransform([Rotate(90), TranslateY(5)]); // rotates graphics of obj around center by 90° clock-wise and translates it down by 5 pixel
	// order matters!
	obj->SetTransform([TranslateY(5), Rotate(90)]); // translates graphics of obj down by 5 pixel and and rotates it around the point 5 pixel above center by 90° clock-wise; effectively the same as rotating around center by 90° and moving to the left by 5 pixel

	// obj->ResetTransform(); // resets transformation

	// Translate* and Rotate have a precision parameter, which defaults to 1:
	obj->SetTransform([TranslateY(500, 1000)]); // translates graphics of obj down by 0.5 pixel
	obj->SetTransform([TranslateY(1, 2)]); // also translates graphics of obj down by 0.5 pixel

	// Working with overlays:
	// base graphic is overlay 0 as usual
	obj->SetTransform([...], 1); // applies to overlay 1
	obj->SetTransform([...], -10); // applies to overlays 0 through 10 (inclusive)
	obj->SetTransform([...], [1, 5]); // applies to overlays 1 and 5
	obj->SetTransform([...], [2, -4, 10, -11, 42]); // applies to overlays 2,3,4 and 10,11 and 42
	obj->ResetTransform(overlays); // resets transformations of overlays as specified in SetTransform
*/

// All matrices are stored linearly in row major order

global func ResetTransform(overlays)
{
	for(var overlay in TransformOverlays(overlays))
	{
		if(overlay)
		{
			SetObjDrawTransform(1000, 0, 0, 0, 1000, 0, this, overlay);
		}
		else
		{
			SetObjDrawTransform();
		}
	}
}

global func SetTransform(array transforms, overlays)
{
	for(var overlay in TransformOverlays(overlays))
	{
		ResetTransform(overlay);
		AddTransform(transforms, overlay);
	}
}

global func AddTransform(array transforms, overlays)
{
	for(var overlay in TransformOverlays(overlays))
	{
		for(var transform in transforms)
		{
			SetObjDrawTransform2(transform[0], transform[1], transform[2], transform[3], transform[4], transform[5], transform[6], transform[7], transform[8], overlay);
		}
	}
}

global func TransformOverlays(overlays)
{
	overlays ??= 0;
	if(GetType(overlays) == C4V_Int)
	{
		if(overlays >= 0) return [overlays];
		else
		{
			var ret = [];
			overlays = Abs(overlays);
			for(var i = 0; i <= overlays; ++i)
			{
				ret[] = i;
			}
			return ret;
		}
	}
	else if(GetType(overlays) == C4V_Array)
	{
		var ret = [], last;
		last = overlays[0];
		var i = 1;
		if(last < 0)
		{
			i = 0;
			last = 0;
		}
		else
		{
			ret[0] = last;
		}
		for(; i < GetLength(overlays); ++i)
		{
			var overlay = overlays[i];
			if(overlay < 0)
			{
				overlay = Abs(overlay);
				for(var j = last + 1; j <= overlay; ++j)
				{
					ret[] = j;
				}
			}
			else
			{
				ret[] = overlay;
			}
			last = overlay;
		}

		return ret;
	}
	else
	{
		FatalError("TransformOverlays: overlays must be a single integer or an array.");
	}
}

global func Rotate(int phi, int prec)
{
	prec ??= 1;

	var cos = Cos(phi, 1000, prec);
	var sin = Sin(phi, 1000, prec);

	return [
		cos, -sin,    0,
		sin,  cos,    0,
		  0,    0, 1000
	];
}

global func ScaleXY(int x, int y)
{
	return [
		x, 0,    0,
		0, y,    0,
		0, 0, 1000
	];
}

global func ScaleX(int f) { return ScaleXY(f, 1000); }
global func ScaleY(int f) { return ScaleXY(1000, f); }
global func Scale(int f)
{
	return [
		1000,    0,    0,
		   0, 1000,    0,
		   0,    0,    1000000/f
	];
}

global func TranslateXY(int x, int y, int prec)
{
	prec ??= 1;
	return [
		1000,    0,    x * 1000 / prec,
		   0, 1000,    y * 1000 / prec,
		   0,    0,               1000
	];
}

global func TranslateX(int x, int prec) { return TranslateXY(x, 0, prec); }
global func TranslateY(int y, int prec) { return TranslateXY(0, y, prec); }

global func MirrorX()
{
	return [
		-1000,    0,    0,
		    0, 1000,    0,
		    0,    0, 1000
	];
}

global func MirrorY()
{
	return [
		1000,     0,    0,
		   0, -1000,    0,
		   0,     0, 1000
	];
}

global func SkewXY(int x, int y)
{
	return [
		1000,    x,    0,
		   y, 1000,    0,
		   0,    0, 1000
	];
}

global func SkewX(int x) { return SkewXY(x, 0); }
global func SkewY(int y) { return SkewXY(0, y); }

global func Matrix3x3Multiply(array a, array b, int precision)
{
	return [
		(a[6] * b[2] + a[3] * b[1] + a[0] * b[0]) / precision, (a[7] * b[2] + a[4] * b[1] + a[1] * b[0]) / precision, (a[8] * b[2] + a[5] * b[1] + a[2] * b[0]) / precision,
		(a[6] * b[5] + a[3] * b[4] + a[0] * b[3]) / precision, (a[7] * b[5] + a[4] * b[4] + a[1] * b[3]) / precision, (a[8] * b[5] + a[5] * b[4] + a[2] * b[3]) / precision,
		(a[6] * b[8] + a[3] * b[7] + a[0] * b[6]) / precision, (a[7] * b[8] + a[4] * b[7] + a[1] * b[6]) / precision, (a[8] * b[8] + a[5] * b[7] + a[2] * b[6]) / precision
	];
}

// Combines several transforms (as used for SetTransform) into one transform. Returns a single transform (like all other transform functions).
// May be used to cache transforms. For direct application use SetTransform instead, which implicitly uses the native engine implementation of matrix multiplication.
global func PreTransform(array transforms)
{
	if(!transforms || GetLength(transforms) == 0)
	{
		FatalError("PreTransform called without transforms.");
	}
	else
	{
		var ret = transforms[0];
		for(var i = 1; i < GetLength(transforms); ++i)
		{
			ret = Matrix3x3Multiply(ret, transforms[i], 1000);
		}
		return ret;
	}
}