/******************************************************************************* * Copyright (c) 2011, Daniel Murphy * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the <organization> nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL DANIEL MURPHY BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ******************************************************************************/ /** * * 1:13:11 AM, Jul 17, 2009 */ package org.jbox2d.common; // updated to rev 100 /** * This is the viewport transform used from drawing. * Use yFlip if you are drawing from the top-left corner. * @author daniel */ public interface IViewportTransform { /** * @return if the transform flips the y axis */ public boolean isYFlip(); /** * @param yFlip if we flip the y axis when transforming */ public void setYFlip(boolean yFlip); /** * This is the half-width and half-height. * This should be the actual half-width and * half-height, not anything transformed or scaled. * Not a copy. * @return */ public Vec2 getExtents(); /** * This sets the half-width and half-height. * This should be the actual half-width and * half-height, not anything transformed or scaled. * @param argExtents */ public void setExtents(Vec2 argExtents); /** * This sets the half-width and half-height of the * viewport. This should be the actual half-width and * half-height, not anything transformed or scaled. * @param argHalfWidth * @param argHalfHeight */ public void setExtents(float argHalfWidth, float argHalfHeight); /** * center of the viewport. Not a copy. * @return */ public Vec2 getCenter(); /** * sets the center of the viewport. * @param argPos */ public void setCenter(Vec2 argPos); /** * sets the center of the viewport. * @param x * @param y */ public void setCenter(float x, float y); /** * Sets the transform's center to the given x and y coordinates, * and using the given scale. * @param x * @param y * @param scale */ public void setCamera(float x, float y, float scale); /** * Transforms the given directional vector by the * viewport transform (not positional) * @param argVec * @param argOut */ public void getWorldVectorToScreen(Vec2 argWorld, Vec2 argScreen); /** * Transforms the given directional screen vector back to * the world direction. * @param argVec * @param argOut */ public void getScreenVectorToWorld(Vec2 argScreen, Vec2 argWorld); /** * takes the world coordinate (argWorld) puts the corresponding * screen coordinate in argScreen. It should be safe to give the * same object as both parameters. * @param argWorld * @param argScreen */ public void getWorldToScreen(Vec2 argWorld, Vec2 argScreen); /** * takes the screen coordinates (argScreen) and puts the * corresponding world coordinates in argWorld. It should be safe * to give the same object as both parameters. * @param argScreen * @param argWorld */ public void getScreenToWorld(Vec2 argScreen, Vec2 argWorld); }