加入 Node节点类 还未测试新框架
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61
source/EngineFrame/Attribute/Y_Transform.cpp
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61
source/EngineFrame/Attribute/Y_Transform.cpp
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#include "Y_Transform.h"
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#include <cmath>
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Y_Transform::Y_Transform() : position(0.f, 0.f), scale(1.0f, 1.0f), skew(0.f, 0.f), rotation(0.f)
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{
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}
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Matrix3x2 Y_Transform::ToMatrix() const
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{
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// 将角度转换为弧度
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float rotRad = glm::radians(rotation);
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float skewXRad = glm::radians(skew.x);
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float skewYRad = glm::radians(skew.y);
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// 计算旋转的正弦和余弦
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float cosRot = std::cos(rotRad);
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float sinRot = std::sin(rotRad);
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// 计算错切的正切值
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float tanSkewX = std::tan(skewXRad);
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float tanSkewY = std::tan(skewYRad);
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// 构造基础变换矩阵(缩放 × 错切 × 旋转的组合)
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// 注意:矩阵乘法顺序为 旋转 × 错切 × 缩放(从右向左应用)
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float m00 = scale.x * (cosRot - sinRot * tanSkewY);
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float m01 = scale.y * (-sinRot + cosRot * tanSkewX);
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float m10 = scale.x * (sinRot + cosRot * tanSkewY);
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float m11 = scale.y * (cosRot + sinRot * tanSkewX);
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// 平移分量
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float tx = position.x;
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float ty = position.y;
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// 构造并返回 3x2 矩阵(假设 Matrix3x2 可通过此方式初始化)
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return Matrix3x2(m00, m01, m10, m11, tx, ty);
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}
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glm::mat4 Y_Transform::GetTransformMatrix() const
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{
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// 缩放矩阵(Scale)
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glm::mat4 scaleMat = glm::mat4(1.0f); // 单位矩阵
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scaleMat[0][0] = scale.x; // x轴缩放
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scaleMat[1][1] = scale.y; // y轴缩放
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// 错切矩阵(Skew):先将角度转为弧度
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float skewX = glm::radians(skew.x); // 沿y轴错切角度(x方向倾斜)
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float skewY = glm::radians(skew.y); // 沿x轴错切角度(y方向倾斜)
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glm::mat4 skewMat = glm::mat4(1.0f);
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skewMat[0][1] = tan(skewX); // x方向错切因子(影响y轴)
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skewMat[1][0] = tan(skewY); // y方向错切因子(影响x轴)
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// 旋转矩阵(Rotation):绕z轴旋转,角度转弧度
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float rotRad = glm::radians(rotation);
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glm::mat4 rotMat = glm::rotate(glm::mat4(1.0f), rotRad, glm::vec3(0, 0, 1));
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// 平移矩阵(Translation)
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glm::mat4 transMat = glm::translate(glm::mat4(1.0f), glm::vec3(position, 0.0f));
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// 组合变换矩阵:平移 × 旋转 × 错切 × 缩放(注意乘法顺序,从右向左应用)
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return transMat * rotMat * skewMat * scaleMat;
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}
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