Decomposed transform defined by a position, a rotation and a scale.
This class is provided for convenience, on top of Transform.
Transform, as a low-level class, offers a great level of flexibility but it is not always convenient to manage. Indeed, one can easily combine any kind of operation, such as a translation followed by a rotation followed by a scaling, but once the result transform is built, there's no way to go backward and, let's say, change only the rotation without modifying the translation and scaling. The entire transform must be recomputed, which means that you need to retrieve the initial translation and scale factors as well, and combine them the same way you did before updating the rotation. This is a tedious operation, and it requires to store all the individual components of the final transform.
That's exactly what Transformable was written for: it hides these variables and the composed transform behind an easy to use interface. You can set or get any of the individual components without worrying about the others. It also provides the composed transform (as a Transform), and keeps it up-to-date.
In addition to the position, rotation and scale, Transformable provides an "origin" component, which represents the local origin of the three other components. Let's take an example with a 10x10 pixels sprite. By default, the sprite is positioned/rotated/scaled relatively to its top-left corner, because it is the local point (0, 0). But if we change the origin to be (5, 5), the sprite will be positioned/rotated/scaled around its center instead. And if we set the origin to (10, 10), it will be transformed around its bottom-right corner.
To keep the Transformable class simple, there's only one origin for all the components. You cannot position the sprite relatively to its top-left corner while rotating it around its center, for example. To do such things, use Transform directly.
Transformable can be used as a base class. It is often combined with Drawable – that's what SFML's sprites, texts and shapes do.
val window: RenderWindow = ???
class MyEntity extends Transformable with Drawable:
override def draw(target: RenderTarget, states: RenderStates): Unit =
states.transform *= transform
target.draw(???, states)
val entity = MyEntity()
entity.position = (10, 20)
entity.rotation = 45
window.draw(entity)
It can also be used as a member, if you don't want to use its API directly (because you don't need all its functions, or you have different naming conventions for example).
case class MyVector2(x: Float, y: Float)
class MyEntity:
private val myTransform = Transformable()
def position_=(v: MyVector2): Unit =
myTransform.position = (v.x, v.y)
def draw(target: RenderTarget): Unit =
target.draw(???, RenderStates(myTransform.transform))
A note on coordinates and undistorted rendering: By default, SFML (or more exactly, OpenGL) may interpolate drawable objects such as sprites or texts when rendering. While this allows transitions like slow movements or rotations to appear smoothly, it can lead to unwanted results in some cases, for example blurred or distorted objects. In order to render a Drawable object pixel-perfectly, make sure the involved coordinates allow a 1:1 mapping of pixels in the window to texels (pixels in the texture). More specifically, this means:
- The object's position, origin and scale have no fractional part
- The object's and the view's rotation are a multiple of 90 degrees
- The view's center and size have no fractional part
Attributes
- See also
- Companion
- object
- Graph
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- Supertypes
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class Objecttrait Matchableclass Any
- Known subtypes