Oh, great thanks!pgimeno wrote:You can always use a wrapper that keeps track of the matrix.Inverting the matrix is left as an exercise to the readerCode: Select all
local lgorigin = love.graphics.origin local lgscale = love.graphics.scale local lgrotate = love.graphics.rotate local lgshear = love.graphics.shear local lgtranslate = love.graphics.translate local matrix = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1} local function getMatrix(t) if t == nil then -- Return a copy return {matrix[ 1], matrix[ 2], matrix[ 3], matrix[ 4], matrix[ 5], matrix[ 6], matrix[ 7], matrix[ 8], matrix[ 9], matrix[10], matrix[11], matrix[12], matrix[13], matrix[14], matrix[15], matrix[16]} end -- Assign the elements (enables reusing tables) for i = 1, 16 do t[i] = matrix[i] end return t end local function origin() matrix[1] = 1 matrix[2] = 0 matrix[3] = 0 matrix[4] = 0 matrix[5] = 0 matrix[6] = 1 matrix[7] = 0 matrix[8] = 0 matrix[9] = 0 matrix[10]= 0 matrix[11]= 1 matrix[12]= 0 matrix[13]= 0 matrix[14]= 0 matrix[15]= 0 matrix[16]= 1 lgorigin() end local function scale(x, y) matrix[ 1] = matrix[ 1] * x matrix[ 2] = matrix[ 2] * y matrix[ 5] = matrix[ 5] * x matrix[ 6] = matrix[ 6] * y matrix[ 9] = matrix[ 9] * x matrix[10] = matrix[10] * y matrix[13] = matrix[13] * x matrix[14] = matrix[14] * y lgscale(x, y) end local function rotate(a) local c, s = math.cos(a), math.sin(a) matrix[ 1], matrix[ 2] = matrix[ 1]*c + matrix[ 2]*s, matrix[ 1]*-s + matrix[ 2]*c matrix[ 5], matrix[ 6] = matrix[ 5]*c + matrix[ 6]*s, matrix[ 5]*-s + matrix[ 6]*c matrix[ 9], matrix[10] = matrix[ 9]*c + matrix[10]*s, matrix[ 9]*-s + matrix[10]*c matrix[13], matrix[14] = matrix[13]*c + matrix[14]*s, matrix[13]*-s + matrix[14]*c lgrotate(a) end local function shear(x, y) matrix[ 1], matrix[ 2] = matrix[ 1] + matrix[ 2]*y, matrix[ 1]*x + matrix[ 2] matrix[ 5], matrix[ 6] = matrix[ 5] + matrix[ 6]*y, matrix[ 5]*x + matrix[ 6] matrix[ 9], matrix[10] = matrix[ 9] + matrix[10]*x, matrix[ 9]*y + matrix[10] matrix[13], matrix[14] = matrix[13] + matrix[14]*x, matrix[13]*y + matrix[14] lgshear(x, y) end local function translate(x, y) matrix[4] = matrix[4] + matrix[1]*x + matrix[2]*y matrix[8] = matrix[8] + matrix[5]*x + matrix[6]*y matrix[12] = matrix[12] + matrix[9]*x + matrix[10]*y matrix[16] = matrix[16] + matrix[11]*x + matrix[12]*y lgtranslate(x, y) end local function xform(matrix, x, y) return matrix[1]*x + matrix[2]*y + matrix[4], matrix[5]*x + matrix[6]*y + matrix[8] end return {getMatrix=getMatrix, xform = xform, origin=origin, scale=scale, rotate=rotate, shear=shear, translate=translate}
Example:Remember to always call xform.origin() at the beginning of love.draw() to reset the matrix, because the default love.run calls love.graphics.origin() internally right before calling love.draw().Code: Select all
local xform = require('xform') local matrix function love.draw() xform.origin() love.graphics.setColor(255,255,255) xform.translate(400,300) xform.rotate(0.3) xform.scale(0.7, 1.1) xform.translate(42, 86) xform.rotate(0.5) xform.shear(1.7, 1.3) matrix = xform.getMatrix() love.graphics.rectangle("fill", 5, 9, 53, 31) xform.origin() love.graphics.setColor(255,0,0) local x, y = xform.xform(matrix, 5, 9) love.graphics.rectangle("fill", x-1, y-1, 3, 3) x, y = xform.xform(matrix, 5+52, 9) love.graphics.rectangle("fill", x-1, y-1, 3, 3) x, y = xform.xform(matrix, 5, 9+30) love.graphics.rectangle("fill", x-1, y-1, 3, 3) x, y = xform.xform(matrix, 5+52, 9+30) love.graphics.rectangle("fill", x-1, y-1, 3, 3) end
Edit: Modified so you can also do this hack if you want:so that your program can access any transformation function transparently, and you don't need to call xform.origin() manually at the start.Code: Select all
local xform = require 'xform' do local lg = love.graphics lg.translate = xform.translate lg.rotate = xform.rotate lg.scale = xform.scale lg.shear = xform.shear lg.origin = xform.origin end
Is there a way to get current transformation?
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Re: Is there a way to get current transformation?
Re: Is there a way to get current transformation?
I've updated my previous post on the LÖVE transformation tracker, to simplify the matrix and eliminate calculations that are unnecessary for 2D, and to include a backward transformation.
However, for those interested in a patch for LÖVE to get the current transformation matrix, here's a link: https://bitbucket.org/pgimeno/love/comm ... at=default
(the developers have anticipated that it's not likely to be included in any upcoming version, see this thread: https://bitbucket.org/rude/love/pull-re ... ction/diff)
However, for those interested in a patch for LÖVE to get the current transformation matrix, here's a link: https://bitbucket.org/pgimeno/love/comm ... at=default
(the developers have anticipated that it's not likely to be included in any upcoming version, see this thread: https://bitbucket.org/rude/love/pull-re ... ction/diff)
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Re: Is there a way to get current transformation?
You can choose to use a custom transformation matrix in a vertex shader, if you want.pgimeno wrote:And set them, please, to not have to deal with dirty tricks such as SVD which very few people even know about.zorg wrote:one could "beg" for a function to return those values...
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