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/*
* Copyright (c) 2020 - 2022 Samsung Electronics Co., Ltd. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "tvgMath.h"
#include "tvgRender.h"
/************************************************************************/
/* Internal Class Implementation */
/************************************************************************/
/************************************************************************/
/* External Class Implementation */
/************************************************************************/
void RenderTransform::override(const Matrix& m)
{
this->m = m;
if (m.e11 == 0.0f && m.e12 == 0.0f && m.e13 == 0.0f &&
m.e21 == 0.0f && m.e22 == 0.0f && m.e23 == 0.0f &&
m.e31 == 0.0f && m.e32 == 0.0f && m.e33 == 0.0f) {
overriding = false;
} else overriding = true;
}
bool RenderTransform::update()
{
if (overriding) return true;
//Init Status
if (mathZero(x) && mathZero(y) && mathZero(degree) && mathEqual(scale, 1)) return false;
mathIdentity(&m);
mathScale(&m, scale);
if (!mathZero(degree)) mathRotate(&m, degree);
mathTranslate(&m, x, y);
return true;
}
RenderTransform::RenderTransform()
{
}
RenderTransform::RenderTransform(const RenderTransform* lhs, const RenderTransform* rhs)
{
m = mathMultiply(&lhs->m, &rhs->m);
}
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