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sf::Transformable Class Reference

Decomposed transform defined by a position, a rotation and a scale. More...

#include <SFML/Graphics/Transformable.hpp>

Inheritance diagram for sf::Transformable:
sf::Shape sf::Sprite sf::Text sf::CircleShape sf::ConvexShape sf::RectangleShape

Public Member Functions

 Transformable ()=default
 Default constructor.
 
virtual ~Transformable ()=default
 Virtual destructor.
 
void setPosition (Vector2f position)
 set the position of the object
 
void setRotation (Angle angle)
 set the orientation of the object
 
void setScale (Vector2f factors)
 set the scale factors of the object
 
void setOrigin (Vector2f origin)
 set the local origin of the object
 
Vector2f getPosition () const
 get the position of the object
 
Angle getRotation () const
 get the orientation of the object
 
Vector2f getScale () const
 get the current scale of the object
 
Vector2f getOrigin () const
 get the local origin of the object
 
void move (Vector2f offset)
 Move the object by a given offset.
 
void rotate (Angle angle)
 Rotate the object.
 
void scale (Vector2f factor)
 Scale the object.
 
const TransformgetTransform () const
 get the combined transform of the object
 
const TransformgetInverseTransform () const
 get the inverse of the combined transform of the object
 

Detailed Description

Decomposed transform defined by a position, a rotation and a scale.

This class is provided for convenience, on top of sf::Transform.

sf::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 sf::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 sf::Transform), and keeps it up-to-date.

In addition to the position, rotation and scale, sf::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 sf::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 sf::Transform directly.

sf::Transformable can be used as a base class. It is often combined with sf::Drawable – that's what SFML's sprites, texts and shapes do.

class MyEntity : public sf::Transformable, public sf::Drawable
{
void draw(sf::RenderTarget& target, sf::RenderStates states) const override
{
states.transform *= getTransform();
target.draw(..., states);
}
};
MyEntity entity;
entity.setPosition({10, 20});
entity.setRotation(sf::degrees(45));
window.draw(entity);
Abstract base class for objects that can be drawn to a render target.
Definition Drawable.hpp:44
virtual void draw(RenderTarget &target, RenderStates states) const =0
Draw the object to a render target.
Base class for all render targets (window, texture, ...)
void draw(const Drawable &drawable, const RenderStates &states=RenderStates::Default)
Draw a drawable object to the render target.
Decomposed transform defined by a position, a rotation and a scale.
const Transform & getTransform() const
get the combined transform of the object
constexpr Angle degrees(float angle)
Construct an angle value from a number of degrees.
Define the states used for drawing to a RenderTarget
Transform transform
Transform.

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).

class MyEntity
{
public:
void SetPosition(const MyVector& v)
{
myTransform.setPosition(v.x(), v.y());
}
void Draw(sf::RenderTarget& target) const
{
target.draw(..., myTransform.getTransform());
}
private:
sf::Transformable myTransform;
};

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 sf::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
See also
sf::Transform

Definition at line 43 of file Transformable.hpp.

Constructor & Destructor Documentation

◆ Transformable()

sf::Transformable::Transformable ( )
default

Default constructor.

◆ ~Transformable()

virtual sf::Transformable::~Transformable ( )
virtualdefault

Virtual destructor.

Member Function Documentation

◆ getInverseTransform()

const Transform & sf::Transformable::getInverseTransform ( ) const
nodiscard

get the inverse of the combined transform of the object

Returns
Inverse of the combined transformations applied to the object
See also
getTransform

◆ getOrigin()

Vector2f sf::Transformable::getOrigin ( ) const
nodiscard

get the local origin of the object

Returns
Current origin
See also
setOrigin

◆ getPosition()

Vector2f sf::Transformable::getPosition ( ) const
nodiscard

get the position of the object

Returns
Current position
See also
setPosition

◆ getRotation()

Angle sf::Transformable::getRotation ( ) const
nodiscard

get the orientation of the object

The rotation is always in the range [0, 360].

Returns
Current rotation
See also
setRotation

◆ getScale()

Vector2f sf::Transformable::getScale ( ) const
nodiscard

get the current scale of the object

Returns
Current scale factors
See also
setScale

◆ getTransform()

const Transform & sf::Transformable::getTransform ( ) const
nodiscard

get the combined transform of the object

Returns
Transform combining the position/rotation/scale/origin of the object
See also
getInverseTransform

◆ move()

void sf::Transformable::move ( Vector2f offset)

Move the object by a given offset.

This function adds to the current position of the object, unlike setPosition which overwrites it. Thus, it is equivalent to the following code:

object.setPosition(object.getPosition() + offset);
Vector2f getPosition() const
get the position of the object
Parameters
offsetOffset
See also
setPosition

◆ rotate()

void sf::Transformable::rotate ( Angle angle)

Rotate the object.

This function adds to the current rotation of the object, unlike setRotation which overwrites it. Thus, it is equivalent to the following code:

object.setRotation(object.getRotation() + angle);
Angle getRotation() const
get the orientation of the object
Parameters
angleAngle of rotation

◆ scale()

void sf::Transformable::scale ( Vector2f factor)

Scale the object.

This function multiplies the current scale of the object, unlike setScale which overwrites it. Thus, it is equivalent to the following code:

sf::Vector2f scale = object.getScale();
object.setScale(scale.x * factor.x, scale.y * factor.y);
void scale(Vector2f factor)
Scale the object.
Parameters
factorScale factors
See also
setScale

◆ setOrigin()

void sf::Transformable::setOrigin ( Vector2f origin)

set the local origin of the object

The origin of an object defines the center point for all transformations (position, scale, rotation). The coordinates of this point must be relative to the top-left corner of the object, and ignore all transformations (position, scale, rotation). The default origin of a transformable object is (0, 0).

Parameters
originNew origin
See also
getOrigin

◆ setPosition()

void sf::Transformable::setPosition ( Vector2f position)

set the position of the object

This function completely overwrites the previous position. See the move function to apply an offset based on the previous position instead. The default position of a transformable object is (0, 0).

Parameters
positionNew position
See also
move, getPosition

◆ setRotation()

void sf::Transformable::setRotation ( Angle angle)

set the orientation of the object

This function completely overwrites the previous rotation. See the rotate function to add an angle based on the previous rotation instead. The default rotation of a transformable object is 0.

Parameters
angleNew rotation
See also
rotate, getRotation

◆ setScale()

void sf::Transformable::setScale ( Vector2f factors)

set the scale factors of the object

This function completely overwrites the previous scale. See the scale function to add a factor based on the previous scale instead. The default scale of a transformable object is (1, 1).

Parameters
factorsNew scale factors
See also
scale, getScale

The documentation for this class was generated from the following file: