/******************************************************************************* * Copyright (c) 2013, 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. * * 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 THE COPYRIGHT HOLDER OR CONTRIBUTORS 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. ******************************************************************************/ package org.jbox2d.common; /** * 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 */ boolean isYFlip(); /** * @param yFlip if we flip the y axis when transforming */ 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. */ 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. */ void setExtents(Vec2 extents); /** * 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. */ void setExtents(float halfWidth, float halfHeight); /** * center of the viewport. Not a copy. */ Vec2 getCenter(); /** * sets the center of the viewport. */ void setCenter(Vec2 pos); /** * sets the center of the viewport. */ void setCenter(float x, float y); /** * Sets the transform's center to the given x and y coordinates, and using the given scale. */ void setCamera(float x, float y, float scale); /** * Transforms the given directional vector by the viewport transform (not positional) */ void getWorldVectorToScreen(Vec2 world, Vec2 screen); /** * Transforms the given directional screen vector back to the world direction. */ void getScreenVectorToWorld(Vec2 screen, Vec2 world); Mat22 getMat22Representation(); /** * takes the world coordinate (world) puts the corresponding screen coordinate in screen. It * should be safe to give the same object as both parameters. */ void getWorldToScreen(Vec2 world, Vec2 screen); /** * takes the screen coordinates (screen) and puts the corresponding world coordinates in world. It * should be safe to give the same object as both parameters. */ void getScreenToWorld(Vec2 screen, Vec2 world); /** * Multiplies the viewport transform by the given Mat22 */ void mulByTransform(Mat22 transform); }