89 lines
4.0 KiB
C#
89 lines
4.0 KiB
C#
using System.Drawing;
|
|
using System.Collections.Generic;
|
|
|
|
using OpenTK;
|
|
|
|
namespace BizHawk.Bizware.BizwareGL
|
|
{
|
|
//note: the sense of these matrices, as well as pre- and post- multiplying may be all mixed up.
|
|
//conceptually here is how we should be working, in the example of spinning a sprite in place
|
|
//1. sprite starts with top left at origin
|
|
//2. translate half size, to center sprite at origin
|
|
//3. rotate around Z
|
|
//4. translate to position in world
|
|
//this class is designed to make that work, that way. the takeaways:
|
|
//* Use the scale, translate, rotate methods in the order given above
|
|
//* Use PostMultiplyMatrix to apply more work to a prior matrix (in the manner described above) since I am calling this all post-work
|
|
public class MatrixStack
|
|
{
|
|
public MatrixStack()
|
|
{
|
|
LoadIdentity();
|
|
IsDirty = false;
|
|
}
|
|
|
|
public static implicit operator Matrix4(MatrixStack ms) { return ms.Top; }
|
|
public static implicit operator MatrixStack(Matrix4 m) { return new MatrixStack(m); }
|
|
|
|
public MatrixStack(Matrix4 matrix) { LoadMatrix(matrix); }
|
|
|
|
public bool IsDirty;
|
|
|
|
readonly Stack<Matrix4> stack = new Stack<Matrix4>();
|
|
|
|
/// <summary>
|
|
/// This is made public for performance reasons, to avoid lame copies of the matrix when necessary. Don't mess it up!
|
|
/// </summary>
|
|
public Matrix4 Top;
|
|
|
|
/// <summary>
|
|
/// Resets the matrix stack to an empty identity matrix stack
|
|
/// </summary>
|
|
public void Clear()
|
|
{
|
|
stack.Clear();
|
|
LoadIdentity();
|
|
IsDirty = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears the matrix stack and loads the specified value
|
|
/// </summary>
|
|
public void Clear(Matrix4 value)
|
|
{
|
|
stack.Clear();
|
|
Top = value;
|
|
IsDirty = true;
|
|
}
|
|
|
|
public void LoadMatrix(Matrix4 value) { Top = value; IsDirty = true; }
|
|
|
|
public void LoadIdentity() { Top = Matrix4.Identity; IsDirty = true; }
|
|
|
|
public void Pop() { Top = stack.Pop(); IsDirty = true; }
|
|
public void Push() { stack.Push(Top); IsDirty = true; }
|
|
|
|
public void RotateAxis(Vector3 axisRotation, float angle) { Top = Top * Matrix4.CreateFromAxisAngle(axisRotation, angle); IsDirty = true; }
|
|
|
|
public void Scale(Vector3 scale) { PreMultiplyMatrix(Matrix4.CreateScale(scale)); IsDirty = true; }
|
|
public void Scale(Vector2 scale) { PreMultiplyMatrix(Matrix4.CreateScale(scale.X, scale.Y, 1)); IsDirty = true; }
|
|
public void Scale(float x, float y, float z) { PreMultiplyMatrix(Matrix4.CreateScale(x, y, z)); IsDirty = true; }
|
|
public void Scale(float ratio) { Scale(ratio, ratio, ratio); IsDirty = true; }
|
|
public void Scale(float x, float y) { Scale(x, y, 1); IsDirty = true; }
|
|
|
|
public void RotateAxis(float x, float y, float z, float degrees) { PreMultiplyMatrix(Matrix4.CreateFromAxisAngle(new Vector3(x, y, z), MathHelper.DegreesToRadians(degrees))); IsDirty = true; }
|
|
public void RotateY(float degrees) { PreMultiplyMatrix(Matrix4.CreateRotationY(MathHelper.DegreesToRadians(degrees))); IsDirty = true; }
|
|
public void RotateX(float degrees) { PreMultiplyMatrix(Matrix4.CreateRotationX(MathHelper.DegreesToRadians(degrees))); IsDirty = true; }
|
|
public void RotateZ(float degrees) { PreMultiplyMatrix(Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(degrees))); IsDirty = true; }
|
|
|
|
public void Translate(Vector2 v) { Translate(v.X, v.Y, 0); IsDirty = true; }
|
|
public void Translate(Vector3 trans) { PreMultiplyMatrix(Matrix4.CreateTranslation(trans)); IsDirty = true; }
|
|
public void Translate(float x, float y, float z) { PreMultiplyMatrix(Matrix4.CreateTranslation(x, y, z)); IsDirty = true; }
|
|
public void Translate(float x, float y) { Translate(x, y, 0); IsDirty = true; }
|
|
public void Translate(Point pt) { Translate(pt.X, pt.Y, 0); IsDirty = true; }
|
|
|
|
public void PostMultiplyMatrix(MatrixStack ms) { PostMultiplyMatrix(ms.Top); IsDirty = true; }
|
|
public void PostMultiplyMatrix(Matrix4 value) { Top = value * Top; IsDirty = true; }
|
|
public void PreMultiplyMatrix(Matrix4 value) { Top = Top * value; IsDirty = true; }
|
|
}
|
|
} |