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Made things compile again (two pizzas).
[wxWidgets.git] / include / wx / matrix.h
1 /////////////////////////////////////////////////////////////////////////////
2 // Name: matrix.h
3 // Purpose: wxTransformMatrix class. NOT YET USED
4 // Author: Chris Breeze, Julian Smart
5 // Modified by:
6 // Created: 01/02/97
7 // RCS-ID: $Id$
8 // Copyright: (c) Julian Smart and Markus Holzem
9 // Licence: wxWindows licence
10 /////////////////////////////////////////////////////////////////////////////
11
12 #ifndef _WX_MATRIXH__
13 #define _WX_MATRIXH__
14
15 #ifdef __GNUG__
16 #pragma interface "matrix.h"
17 #endif
18
19 #include "wx/object.h"
20
21 // A simple 3x3 matrix. This may be replaced by a more general matrix
22 // class some day.
23 //
24 // Note: this is intended to be used in wxDC at some point to replace
25 // the current system of scaling/translation. It is not yet used.
26
27 class WXDLLEXPORT wxTransformMatrix: public wxObject
28 {
29 public:
30 wxTransformMatrix(void);
31 wxTransformMatrix(const wxTransformMatrix& mat);
32
33 double GetValue(int row, int col) const;
34 void SetValue(int row, int col, double value);
35
36 void operator = (const wxTransformMatrix& mat);
37 bool operator == (const wxTransformMatrix& mat);
38 bool operator != (const wxTransformMatrix& mat);
39
40 double& operator()(int row, int col);
41 double operator()(int row, int col) const;
42
43 // Invert matrix
44 bool Invert(void);
45
46 // Make into identity matrix
47 bool Identity(void);
48
49 // Is the matrix the identity matrix?
50 // Only returns a flag, which is set whenever an operation
51 // is done.
52 inline bool IsIdentity(void) const { return m_isIdentity; };
53
54 // This does an actual check.
55 inline bool IsIdentity1(void) const ;
56
57 // Isotropic scaling
58 bool Scale(double scale);
59
60 // Translate
61 bool Translate(double x, double y);
62
63 // Rotate
64 bool Rotate(double angle);
65
66 // Transform X value from logical to device
67 inline double TransformX(double x) const;
68
69 // Transform Y value from logical to device
70 inline double TransformY(double y) const;
71
72 // Transform a point from logical to device coordinates
73 bool TransformPoint(double x, double y, double& tx, double& ty) const;
74
75 // Transform a point from device to logical coordinates.
76
77 // Example of use:
78 // wxTransformMatrix mat = dc.GetTransformation();
79 // mat.Invert();
80 // mat.InverseTransformPoint(x, y, x1, y1);
81 // OR (shorthand:)
82 // dc.LogicalToDevice(x, y, x1, y1);
83 // The latter is slightly less efficient if we're doing several
84 // conversions, since the matrix is inverted several times.
85
86 // N.B. 'this' matrix is the inverse at this point
87
88 bool InverseTransformPoint(double x, double y, double& tx, double& ty) const;
89
90 public:
91 double m_matrix[3][3];
92 bool m_isIdentity;
93 /*
94 double m11, m21, m31;
95 double m12, m22, m32;
96 double m13, m23, m33;
97 */
98 };
99
100
101 /*
102 The code is wrong and doesn't compile. Chris Breeze als reported, that
103 some functions of wxTransformMatrix cannot work because it is not
104 known if he matrix has been inverted. Be careful when using it.
105
106 // Transform X value from logical to device
107 inline double wxTransformMatrix::TransformX(double x) const
108 {
109 return (m_isIdentity ? x : (x * m_matrix[0][0] + y * m_matrix[1][0] + m_matrix[2][0]));
110 }
111
112 // Transform Y value from logical to device
113 inline double wxTransformMatrix::TransformY(double y) const
114 {
115 return (m_isIdentity ? y : (x * m_matrix[0][1] + y * m_matrix[1][1] + m_matrix[2][1]));
116 }
117 */
118
119 // Is the matrix the identity matrix?
120 // Perhaps there's some kind of optimization we can do to make this
121 // a faster operation. E.g. each operation (scale, translate etc.)
122 // checks whether it's still the identity matrix and sets a flag.
123 inline bool wxTransformMatrix::IsIdentity1(void) const
124 {
125 return
126 (m_matrix[0][0] == 1.0 &&
127 m_matrix[1][1] == 1.0 &&
128 m_matrix[2][2] == 1.0 &&
129 m_matrix[1][0] == 0.0 &&
130 m_matrix[2][0] == 0.0 &&
131 m_matrix[0][1] == 0.0 &&
132 m_matrix[2][1] == 0.0 &&
133 m_matrix[0][2] == 0.0 &&
134 m_matrix[1][2] == 0.0) ;
135 }
136
137 // Calculates the determinant of a 2 x 2 matrix
138 inline double wxCalculateDet(double a11, double a21, double a12, double a22)
139 {
140 return a11 * a22 - a12 * a21;
141 }
142
143 #endif
144 // _WX_MATRIXH__