140 lines
3.8 KiB
C
140 lines
3.8 KiB
C
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/////////////////////////////////////////////////////////////////////////////
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// Name: matrix.h
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// Purpose: wxTransformMatrix class. NOT YET USED
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// Author: Chris Breeze, Julian Smart
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// Modified by:
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// Created: 01/02/97
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// RCS-ID: $Id$
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// Copyright: (c) Julian Smart and Markus Holzem
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#ifndef __MATRIXH__
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#define __MATRIXH__
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#ifdef __GNUG__
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#pragma interface "matrix.h"
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#endif
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#include "wx/object.h"
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// A simple 3x3 matrix. This may be replaced by a more general matrix
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// class some day.
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//
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// Note: this is intended to be used in wxDC at some point to replace
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// the current system of scaling/translation. It is not yet used.
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class WXDLLEXPORT wxTransformMatrix: public wxObject
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{
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public:
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wxTransformMatrix(void);
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wxTransformMatrix(const wxTransformMatrix& mat);
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double GetValue(int row, int col) const;
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void SetValue(int row, int col, double value);
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void operator = (const wxTransformMatrix& mat);
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bool operator == (const wxTransformMatrix& mat);
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bool operator != (const wxTransformMatrix& mat);
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double& operator()(int row, int col);
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double operator()(int row, int col) const;
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// Invert matrix
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bool Invert(void);
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// Make into identity matrix
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bool Identity(void);
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// Is the matrix the identity matrix?
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// Only returns a flag, which is set whenever an operation
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// is done.
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inline bool IsIdentity(void) const { return m_isIdentity; };
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// This does an actual check.
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inline bool IsIdentity1(void) const ;
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// Isotropic scaling
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bool Scale(double scale);
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// Translate
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bool Translate(double x, double y);
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// Rotate
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bool Rotate(double angle);
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// Transform X value from logical to device
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inline double TransformX(double x) const;
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// Transform Y value from logical to device
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inline double TransformY(double y) const;
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// Transform a point from logical to device coordinates
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bool TransformPoint(double x, double y, double& tx, double& ty) const;
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// Transform a point from device to logical coordinates.
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// Example of use:
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// wxTransformMatrix mat = dc.GetTransformation();
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// mat.Invert();
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// mat.InverseTransformPoint(x, y, x1, y1);
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// OR (shorthand:)
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// dc.LogicalToDevice(x, y, x1, y1);
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// The latter is slightly less efficient if we're doing several
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// conversions, since the matrix is inverted several times.
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// N.B. 'this' matrix is the inverse at this point
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bool InverseTransformPoint(double x, double y, double& tx, double& ty) const;
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public:
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double m_matrix[3][3];
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bool m_isIdentity;
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/*
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double m11, m21, m31;
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double m12, m22, m32;
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double m13, m23, m33;
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*/
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};
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// Transform X value from logical to device
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inline double wxTransformMatrix::TransformX(double x) const
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{
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// return (m_isIdentity ? x : (x * m_matrix[0][0] + y * m_matrix[1][0] + m_matrix[2][0]));
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return 0;
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}
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// Transform Y value from logical to device
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inline double wxTransformMatrix::TransformY(double y) const
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{
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// return (m_isIdentity ? y : (x * m_matrix[0][1] + y * m_matrix[1][1] + m_matrix[2][1]));
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return 0;
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}
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// Is the matrix the identity matrix?
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// Perhaps there's some kind of optimization we can do to make this
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// a faster operation. E.g. each operation (scale, translate etc.)
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// checks whether it's still the identity matrix and sets a flag.
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inline bool wxTransformMatrix::IsIdentity1(void) const
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{
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return
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(m_matrix[0][0] == 1.0 &&
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m_matrix[1][1] == 1.0 &&
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m_matrix[2][2] == 1.0 &&
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m_matrix[1][0] == 0.0 &&
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m_matrix[2][0] == 0.0 &&
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m_matrix[0][1] == 0.0 &&
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m_matrix[2][1] == 0.0 &&
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m_matrix[0][2] == 0.0 &&
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m_matrix[1][2] == 0.0) ;
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}
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// Calculates the determinant of a 2 x 2 matrix
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inline double wxCalculateDet(double a11, double a21, double a12, double a22)
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{
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return a11 * a22 - a12 * a21;
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}
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#endif
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// __MATRIXH__
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