dropped in new wxMatrix (from wxCanvas)
use wxUSE_GEOMETRY git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@8795 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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#include "wx/defs.h"
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#ifndef wxUSE_GEOMETRY
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#define wxUSE_GEOMETRY 0
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#endif
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#if wxUSE_GEOMETRY
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#include "wx/utils.h"
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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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//! Author: Chris Breeze, Julian Smart
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// Modified by: Klaas Holwerda
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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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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_MATRIXH__
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@ -16,129 +16,225 @@
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#pragma interface "matrix.h"
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#endif
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//! headerfiles="matrix.h wx/object.h"
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#include "wx/object.h"
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//! codefiles="matrix.cpp"
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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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//:defenition
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// A 3x3 matrix to do 2D transformations.
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// It can be used to map data to window coordinates.
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// But also for manipulating your own data.
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// For example drawing a picture (composed of several primitives)
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// at a certain coordinate and angle within another parent picture.
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// At all times m_isIdentity is set if the matrix itself is an Identity matrix.
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// It is used where possible to optimize calculations.
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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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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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//get the value in the matrix at col,row
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//rows are horizontal (second index of m_matrix member)
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//columns are vertical (first index of m_matrix member)
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double GetValue(int col, int row) const;
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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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//set the value in the matrix at col,row
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//rows are horizontal (second index of m_matrix member)
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//columns are vertical (first index of m_matrix member)
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void SetValue(int col, int row, double value);
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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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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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// Invert matrix
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bool Invert(void);
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//multiply every element by t
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wxTransformMatrix& operator*=(const double& t);
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//divide every element by t
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wxTransformMatrix& operator/=(const double& t);
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//add matrix m to this t
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wxTransformMatrix& operator+=(const wxTransformMatrix& m);
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//subtract matrix m from this
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wxTransformMatrix& operator-=(const wxTransformMatrix& m);
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//multiply matrix m with this
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wxTransformMatrix& operator*=(const wxTransformMatrix& m);
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// Make into identity matrix
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bool Identity(void);
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// constant operators
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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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//multiply every element by t and return result
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wxTransformMatrix operator*(const double& t) const;
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//divide this matrix by t and return result
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wxTransformMatrix operator/(const double& t) const;
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//add matrix m to this and return result
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wxTransformMatrix operator+(const wxTransformMatrix& m) const;
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//subtract matrix m from this and return result
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wxTransformMatrix operator-(const wxTransformMatrix& m) const;
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//multiply this by matrix m and return result
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wxTransformMatrix operator*(const wxTransformMatrix& m) const;
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wxTransformMatrix operator-() const;
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// This does an actual check.
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inline bool IsIdentity1(void) const ;
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//rows are horizontal (second index of m_matrix member)
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//columns are vertical (first index of m_matrix member)
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double& operator()(int col, int row);
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// Isotropic scaling
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bool Scale(double scale);
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//rows are horizontal (second index of m_matrix member)
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//columns are vertical (first index of m_matrix member)
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double operator()(int col, int row) const;
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// Translate
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bool Translate(double x, double y);
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// Invert matrix
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bool Invert(void);
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// Rotate
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bool Rotate(double angle);
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// Make into identity matrix
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bool Identity(void);
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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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// 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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// Transform Y value from logical to device
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inline double TransformY(double y) const;
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// This does an actual check.
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inline bool IsIdentity1(void) 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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//Scale by scale (isotropic scaling i.e. the same in x and y):
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//!ex:
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//!code: | scale 0 0 |
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//!code: matrix' = | 0 scale 0 | x matrix
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//!code: | 0 0 scale |
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bool Scale(double scale);
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// Transform a point from device to logical coordinates.
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//Scale with center point and x/y scale
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//
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//!ex:
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//!code: | xs 0 xc(1-xs) |
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//!code: matrix' = | 0 ys yc(1-ys) | x matrix
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//!code: | 0 0 1 |
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wxTransformMatrix& Scale(const double &xs, const double &ys,const double &xc, const double &yc);
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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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// mirror a matrix in x, y
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//!ex:
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//!code: | -1 0 0 |
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//!code: matrix' = | 0 -1 0 | x matrix
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//!code: | 0 0 1 |
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wxTransformMatrix& Mirror(bool x=true, bool y=false);
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// N.B. 'this' matrix is the inverse at this point
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// Translate by dx, dy:
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//!ex:
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//!code: | 1 0 dx |
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//!code: matrix' = | 0 1 dy | x matrix
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//!code: | 0 0 1 |
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bool Translate(double x, double y);
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// Rotate clockwise by the given number of degrees:
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//!ex:
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//!code: | cos sin 0 |
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//!code: matrix' = | -sin cos 0 | x matrix
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//!code: | 0 0 1 |
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bool Rotate(double angle);
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//Rotate counter clockwise with point of rotation
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//
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//!ex:
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//!code: | cos(r) -sin(r) x(1-cos(r))+y(sin(r)|
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//!code: matrix' = | sin(r) cos(r) y(1-cos(r))-x(sin(r)| x matrix
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//!code: | 0 0 1 |
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wxTransformMatrix& Rotate(const double &r, const double &x, const double &y);
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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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double Get_scaleX();
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double Get_scaleY();
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double GetRotation();
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void SetRotation(double rotation);
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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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double m_matrix[3][3];
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bool m_isIdentity;
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};
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/*
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The code is wrong and doesn't compile. Chris Breeze als reported, that
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Chris Breeze reported, that
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some functions of wxTransformMatrix cannot work because it is not
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known if he matrix has been inverted. Be careful when using it.
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*/
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// Transform X value from logical to device
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// warning: this function can only be used for this purpose
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// because no rotation is involved when mapping logical to device coordinates
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// mirror and scaling for x and y will be part of the matrix
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// if you have a matrix that is rotated, eg a shape containing a matrix to place
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// it in the logical coordinate system, use TransformPoint
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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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//normally like this, but since no rotation is involved (only mirror and scale)
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//we can do without Y -> m_matrix[1]{0] is -sin(rotation angle) and therefore zero
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//(x * m_matrix[0][0] + y * m_matrix[1][0] + m_matrix[2][0]))
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return (m_isIdentity ? x : (x * m_matrix[0][0] + m_matrix[2][0]));
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}
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// Transform Y value from logical to device
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// warning: this function can only be used for this purpose
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// because no rotation is involved when mapping logical to device coordinates
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// mirror and scaling for x and y will be part of the matrix
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// if you have a matrix that is rotated, eg a shape containing a matrix to place
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// it in the logical coordinate system, use TransformPoint
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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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//normally like this, but since no rotation is involved (only mirror and scale)
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//we can do without X -> m_matrix[0]{1] is sin(rotation angle) and therefore zero
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//(x * m_matrix[0][1] + y * m_matrix[1][1] + m_matrix[2][1]))
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return (m_isIdentity ? y : (y * m_matrix[1][1] + m_matrix[2][1]));
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}
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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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// Each operation checks whether the result is 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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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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return a11 * a22 - a12 * a21;
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}
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#endif
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// _WX_MATRIXH__
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// _WX_MATRIXH__
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