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A 2D java physics engine, a port of the C++ Box2d engine. This is the core physics engine.

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/*******************************************************************************
 * 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.
 * 
 * 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.
 ******************************************************************************/
/**
 * 
 * 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);
}




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