/////////////////////////////////////////////////////////////////////////////
-// Name: matrix.h
-// Purpose: wxTransformMatrix class. NOT YET USED
-// Author: Chris Breeze, Julian Smart
-// Modified by:
-// Created: 01/02/97
-// RCS-ID: $Id$
-// Copyright: (c) Julian Smart and Markus Holzem
-// Licence: wxWindows licence
+// Name: wx/matrix.h
+// Purpose: wxTransformMatrix class. NOT YET USED
+// Author: Chris Breeze, Julian Smart
+// Modified by: Klaas Holwerda
+// Created: 01/02/97
+// RCS-ID: $Id$
+// Copyright: (c) Julian Smart, Chris Breeze
+// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_MATRIXH__
#define _WX_MATRIXH__
-#ifdef __GNUG__
-#pragma interface "matrix.h"
-#endif
-
+//! headerfiles="matrix.h wx/object.h"
#include "wx/object.h"
+#include "wx/math.h"
+
+//! codefiles="matrix.cpp"
// A simple 3x3 matrix. This may be replaced by a more general matrix
// class some day.
// Note: this is intended to be used in wxDC at some point to replace
// the current system of scaling/translation. It is not yet used.
+//:definition
+// A 3x3 matrix to do 2D transformations.
+// It can be used to map data to window coordinates,
+// and also for manipulating your own data.
+// For example drawing a picture (composed of several primitives)
+// at a certain coordinate and angle within another parent picture.
+// At all times m_isIdentity is set if the matrix itself is an Identity matrix.
+// It is used where possible to optimize calculations.
class WXDLLEXPORT wxTransformMatrix: public wxObject
{
public:
- wxTransformMatrix(void);
- wxTransformMatrix(const wxTransformMatrix& mat);
-
- double GetValue(int row, int col) const;
- void SetValue(int row, int col, double value);
-
- void operator = (const wxTransformMatrix& mat);
- bool operator == (const wxTransformMatrix& mat);
- bool operator != (const wxTransformMatrix& mat);
-
- double& operator()(int row, int col);
- double operator()(int row, int col) const;
-
- // Invert matrix
- bool Invert(void);
-
- // Make into identity matrix
- bool Identity(void);
-
- // Is the matrix the identity matrix?
- // Only returns a flag, which is set whenever an operation
- // is done.
- inline bool IsIdentity(void) const { return m_isIdentity; };
-
- // This does an actual check.
- inline bool IsIdentity1(void) const ;
-
- // Isotropic scaling
- bool Scale(double scale);
-
- // Translate
- bool Translate(double x, double y);
-
- // Rotate
- bool Rotate(double angle);
+ wxTransformMatrix(void);
+ wxTransformMatrix(const wxTransformMatrix& mat);
+
+ //get the value in the matrix at col,row
+ //rows are horizontal (second index of m_matrix member)
+ //columns are vertical (first index of m_matrix member)
+ double GetValue(int col, int row) const;
+
+ //set the value in the matrix at col,row
+ //rows are horizontal (second index of m_matrix member)
+ //columns are vertical (first index of m_matrix member)
+ void SetValue(int col, int row, double value);
+
+ void operator = (const wxTransformMatrix& mat);
+ bool operator == (const wxTransformMatrix& mat) const;
+ bool operator != (const wxTransformMatrix& mat) const;
+
+ //multiply every element by t
+ wxTransformMatrix& operator*=(const double& t);
+ //divide every element by t
+ wxTransformMatrix& operator/=(const double& t);
+ //add matrix m to this t
+ wxTransformMatrix& operator+=(const wxTransformMatrix& m);
+ //subtract matrix m from this
+ wxTransformMatrix& operator-=(const wxTransformMatrix& m);
+ //multiply matrix m with this
+ wxTransformMatrix& operator*=(const wxTransformMatrix& m);
+
+ // constant operators
+
+ //multiply every element by t and return result
+ wxTransformMatrix operator*(const double& t) const;
+ //divide this matrix by t and return result
+ wxTransformMatrix operator/(const double& t) const;
+ //add matrix m to this and return result
+ wxTransformMatrix operator+(const wxTransformMatrix& m) const;
+ //subtract matrix m from this and return result
+ wxTransformMatrix operator-(const wxTransformMatrix& m) const;
+ //multiply this by matrix m and return result
+ wxTransformMatrix operator*(const wxTransformMatrix& m) const;
+ wxTransformMatrix operator-() const;
+
+ //rows are horizontal (second index of m_matrix member)
+ //columns are vertical (first index of m_matrix member)
+ double& operator()(int col, int row);
+
+ //rows are horizontal (second index of m_matrix member)
+ //columns are vertical (first index of m_matrix member)
+ double operator()(int col, int row) const;
+
+ // Invert matrix
+ bool Invert(void);
+
+ // Make into identity matrix
+ bool Identity(void);
+
+ // Is the matrix the identity matrix?
+ // Only returns a flag, which is set whenever an operation
+ // is done.
+ inline bool IsIdentity(void) const { return m_isIdentity; };
+
+ // This does an actual check.
+ inline bool IsIdentity1(void) const ;
+
+ //Scale by scale (isotropic scaling i.e. the same in x and y):
+ //!ex:
+ //!code: | scale 0 0 |
+ //!code: matrix' = | 0 scale 0 | x matrix
+ //!code: | 0 0 scale |
+ bool Scale(double scale);
+
+ //Scale with center point and x/y scale
+ //
+ //!ex:
+ //!code: | xs 0 xc(1-xs) |
+ //!code: matrix' = | 0 ys yc(1-ys) | x matrix
+ //!code: | 0 0 1 |
+ wxTransformMatrix& Scale(const double &xs, const double &ys,const double &xc, const double &yc);
+
+ // mirror a matrix in x, y
+ //!ex:
+ //!code: | -1 0 0 |
+ //!code: matrix' = | 0 -1 0 | x matrix
+ //!code: | 0 0 1 |
+ wxTransformMatrix& Mirror(bool x=true, bool y=false);
+ // Translate by dx, dy:
+ //!ex:
+ //!code: | 1 0 dx |
+ //!code: matrix' = | 0 1 dy | x matrix
+ //!code: | 0 0 1 |
+ bool Translate(double x, double y);
+
+ // Rotate clockwise by the given number of degrees:
+ //!ex:
+ //!code: | cos sin 0 |
+ //!code: matrix' = | -sin cos 0 | x matrix
+ //!code: | 0 0 1 |
+ bool Rotate(double angle);
+
+ //Rotate counter clockwise with point of rotation
+ //
+ //!ex:
+ //!code: | cos(r) -sin(r) x(1-cos(r))+y(sin(r)|
+ //!code: matrix' = | sin(r) cos(r) y(1-cos(r))-x(sin(r)| x matrix
+ //!code: | 0 0 1 |
+ wxTransformMatrix& Rotate(const double &r, const double &x, const double &y);
+
+ // Transform X value from logical to device
+ inline double TransformX(double x) const;
+
+ // Transform Y value from logical to device
+ inline double TransformY(double y) const;
+
+ // Transform a point from logical to device coordinates
+ bool TransformPoint(double x, double y, double& tx, double& ty) const;
+
+ // Transform a point from device to logical coordinates.
+ // Example of use:
+ // wxTransformMatrix mat = dc.GetTransformation();
+ // mat.Invert();
+ // mat.InverseTransformPoint(x, y, x1, y1);
+ // OR (shorthand:)
+ // dc.LogicalToDevice(x, y, x1, y1);
+ // The latter is slightly less efficient if we're doing several
+ // conversions, since the matrix is inverted several times.
+ // N.B. 'this' matrix is the inverse at this point
+ bool InverseTransformPoint(double x, double y, double& tx, double& ty) const;
+
+ double Get_scaleX();
+ double Get_scaleY();
+ double GetRotation();
+ void SetRotation(double rotation);
- // Transform X value from logical to device
- inline double TransformX(double x) const;
-
- // Transform Y value from logical to device
- inline double TransformY(double y) const;
-
- // Transform a point from logical to device coordinates
- bool TransformPoint(double x, double y, double& tx, double& ty) const;
-
- // Transform a point from device to logical coordinates.
-
- // Example of use:
- // wxTransformMatrix mat = dc.GetTransformation();
- // mat.Invert();
- // mat.InverseTransformPoint(x, y, x1, y1);
- // OR (shorthand:)
- // dc.LogicalToDevice(x, y, x1, y1);
- // The latter is slightly less efficient if we're doing several
- // conversions, since the matrix is inverted several times.
-
- // N.B. 'this' matrix is the inverse at this point
-
- bool InverseTransformPoint(double x, double y, double& tx, double& ty) const;
public:
- double m_matrix[3][3];
- bool m_isIdentity;
-/*
- double m11, m21, m31;
- double m12, m22, m32;
- double m13, m23, m33;
-*/
+ double m_matrix[3][3];
+ bool m_isIdentity;
};
/*
-The code is wrong and doesn't compile. Chris Breeze als reported, that
+Chris Breeze reported, that
some functions of wxTransformMatrix cannot work because it is not
known if he matrix has been inverted. Be careful when using it.
+*/
// Transform X value from logical to device
+// warning: this function can only be used for this purpose
+// because no rotation is involved when mapping logical to device coordinates
+// mirror and scaling for x and y will be part of the matrix
+// if you have a matrix that is rotated, eg a shape containing a matrix to place
+// it in the logical coordinate system, use TransformPoint
inline double wxTransformMatrix::TransformX(double x) const
{
- return (m_isIdentity ? x : (x * m_matrix[0][0] + y * m_matrix[1][0] + m_matrix[2][0]));
+ //normally like this, but since no rotation is involved (only mirror and scale)
+ //we can do without Y -> m_matrix[1]{0] is -sin(rotation angle) and therefore zero
+ //(x * m_matrix[0][0] + y * m_matrix[1][0] + m_matrix[2][0]))
+ return (m_isIdentity ? x : (x * m_matrix[0][0] + m_matrix[2][0]));
}
// Transform Y value from logical to device
+// warning: this function can only be used for this purpose
+// because no rotation is involved when mapping logical to device coordinates
+// mirror and scaling for x and y will be part of the matrix
+// if you have a matrix that is rotated, eg a shape containing a matrix to place
+// it in the logical coordinate system, use TransformPoint
inline double wxTransformMatrix::TransformY(double y) const
{
- return (m_isIdentity ? y : (x * m_matrix[0][1] + y * m_matrix[1][1] + m_matrix[2][1]));
+ //normally like this, but since no rotation is involved (only mirror and scale)
+ //we can do without X -> m_matrix[0]{1] is sin(rotation angle) and therefore zero
+ //(x * m_matrix[0][1] + y * m_matrix[1][1] + m_matrix[2][1]))
+ return (m_isIdentity ? y : (y * m_matrix[1][1] + m_matrix[2][1]));
}
-*/
+
// Is the matrix the identity matrix?
-// Perhaps there's some kind of optimization we can do to make this
-// a faster operation. E.g. each operation (scale, translate etc.)
-// checks whether it's still the identity matrix and sets a flag.
+// Each operation checks whether the result is still the identity matrix and sets a flag.
inline bool wxTransformMatrix::IsIdentity1(void) const
{
- return
- (m_matrix[0][0] == 1.0 &&
- m_matrix[1][1] == 1.0 &&
- m_matrix[2][2] == 1.0 &&
- m_matrix[1][0] == 0.0 &&
- m_matrix[2][0] == 0.0 &&
- m_matrix[0][1] == 0.0 &&
- m_matrix[2][1] == 0.0 &&
- m_matrix[0][2] == 0.0 &&
- m_matrix[1][2] == 0.0) ;
+ return
+ ( wxIsSameDouble(m_matrix[0][0], 1.0) &&
+ wxIsSameDouble(m_matrix[1][1], 1.0) &&
+ wxIsSameDouble(m_matrix[2][2], 1.0) &&
+ wxIsSameDouble(m_matrix[1][0], 0.0) &&
+ wxIsSameDouble(m_matrix[2][0], 0.0) &&
+ wxIsSameDouble(m_matrix[0][1], 0.0) &&
+ wxIsSameDouble(m_matrix[2][1], 0.0) &&
+ wxIsSameDouble(m_matrix[0][2], 0.0) &&
+ wxIsSameDouble(m_matrix[1][2], 0.0) );
}
// Calculates the determinant of a 2 x 2 matrix
inline double wxCalculateDet(double a11, double a21, double a12, double a22)
{
- return a11 * a22 - a12 * a21;
+ return a11 * a22 - a12 * a21;
}
-#endif
- // _WX_MATRIXH__
+#endif // _WX_MATRIXH__