1 #ifndef _MATRIX_H
2 #define _MATRIX_H
3
4 // Standard Includes -----------------------------------------------------------
5
6 // System Includes -------------------------------------------------------------
7 #include <Point.h>
8
9 // Project Includes ------------------------------------------------------------
10
11 // Local Includes --------------------------------------------------------------
12
13 // Local Defines ---------------------------------------------------------------
14
15 // Globals ---------------------------------------------------------------------
16
17 // BMatrix class ---------------------------------------------------------------
18 class BMatrix {
19
20 public:
21 BMatrix();
22
23 void Translate(float tx, float ty);
24 void Rotate(float angle);
25 void Scale(float scaleFactorX, float scaleFactorY);
26 void SkewX(float angle);
27 void SkewY(float angle);
28
29 void Transform(BPoint *point);
30 BPoint Transform(BPoint point);
31 void Transform(BShape &shape);
32
33 BMatrix &operator*=(const BMatrix &matrix);
34
35 float a, b, c, d, e, f;
36 };
37 // BTransformIterator class ----------------------------------------------------
38 class BTransformIterator : public BShapeIterator {
39
40 public:
41 BTransformIterator(BMatrix *matrix);
42
43 virtual status_t IterateMoveTo(BPoint *point);
44 virtual status_t IterateLineTo(int32 lineCount, BPoint *linePts);
45 virtual status_t IterateBezierTo(int32 bezierCount, BPoint *bezierPts);
46 virtual status_t IterateClose();
47
48 private:
49
50 BMatrix *fMatrix;
51 };
52 //------------------------------------------------------------------------------
BMatrix()53 inline BMatrix::BMatrix()
54 {
55 a = d = 1.0f;
56 b = c = e = f = 0.0f;
57 }
58 //------------------------------------------------------------------------------
Translate(float tx,float ty)59 inline void BMatrix::Translate(float tx, float ty)
60 {
61 e += a * tx + c * ty;
62 f += b * tx + d * ty;
63 }
64 //------------------------------------------------------------------------------
Rotate(float angle)65 inline void BMatrix::Rotate(float angle)
66 {
67 BMatrix m;
68 angle = (float)(angle * 3.1415926535897932384626433832795 / 180.0);
69 float ca = (float)cos(angle), sa = (float)sin(angle);
70
71 m.a = a * ca + c * sa;
72 m.b = b * ca + d * sa;
73 m.c = - a * sa + c * ca;
74 m.d = - b * sa + d * ca;
75 m.e = e;
76 m.f = f;
77
78 *this = m;
79 }
80 //------------------------------------------------------------------------------
Scale(float scaleFactorX,float scaleFactorY)81 inline void BMatrix::Scale(float scaleFactorX, float scaleFactorY)
82 {
83 BMatrix m;
84
85 m.a = a * scaleFactorX;
86 m.b = b * scaleFactorX;
87 m.c = c * scaleFactorY;
88 m.d = d * scaleFactorY;
89 m.e = e;
90 m.f = f;
91
92 *this = m;
93 }
94 //------------------------------------------------------------------------------
SkewX(float angle)95 inline void BMatrix::SkewX(float angle)
96 {
97 BMatrix m;
98 angle = (float)(angle * 3.1415926535897932384626433832795 / 180.0);
99 float x = (float)tan(angle);
100
101 m.a = a;
102 m.b = b;
103 m.c = a * x + c;
104 m.d = b * x + d;
105 m.e = e;
106 m.f = f;
107
108 *this = m;
109 }
110 //------------------------------------------------------------------------------
SkewY(float angle)111 inline void BMatrix::SkewY(float angle)
112 {
113 BMatrix m;
114 angle = (float)(angle * 3.1415926535897932384626433832795 / 180.0);
115 float y = (float)tan(angle);
116
117 m.a = a + c * y;
118 m.b = b + d * y;
119 m.c = c;
120 m.d = d;
121 m.e = e;
122 m.f = f;
123
124 *this = m;
125 }
126 //------------------------------------------------------------------------------
Transform(BPoint * point)127 inline void BMatrix::Transform(BPoint *point)
128 {
129 float x = point->x;
130 float y = point->y;
131
132 point->x = x * a + y * c + e;
133 point->y = x * b + y * d + f;
134 }
135 //------------------------------------------------------------------------------
Transform(BPoint point)136 inline BPoint BMatrix::Transform(BPoint point)
137 {
138 Transform(&point);
139 return point;
140 }
141 //------------------------------------------------------------------------------
Transform(BShape & shape)142 inline void BMatrix::Transform(BShape &shape)
143 {
144 BTransformIterator transform(this);
145 transform.Iterate(&shape);
146 }
147 //------------------------------------------------------------------------------
148 inline BMatrix &BMatrix::operator*=(const BMatrix &matrix)
149 {
150 BMatrix m;
151
152 m.a = a * matrix.a + c * matrix.b;
153 m.b = b * matrix.a + d * matrix.b;
154 m.c = a * matrix.c + c * matrix.d;
155 m.d = b * matrix.c + d * matrix.d;
156 m.e = a * matrix.e + c * matrix.f + e;
157 m.f = b * matrix.e + d * matrix.f + f;
158
159 *this = m;
160
161 return *this;
162 }
163 //------------------------------------------------------------------------------
BTransformIterator(BMatrix * matrix)164 inline BTransformIterator::BTransformIterator(BMatrix *matrix)
165 {
166 fMatrix = matrix;
167 }
168 //------------------------------------------------------------------------------
IterateMoveTo(BPoint * point)169 inline status_t BTransformIterator::IterateMoveTo(BPoint *point)
170 {
171 fMatrix->Transform(point);
172 return B_OK;
173 }
174 //------------------------------------------------------------------------------
IterateLineTo(int32 lineCount,BPoint * linePts)175 inline status_t BTransformIterator::IterateLineTo(int32 lineCount, BPoint *linePts)
176 {
177 for (int32 i = 0; i < lineCount; i++)
178 fMatrix->Transform(linePts++);
179 return B_OK;
180 }
181 //------------------------------------------------------------------------------
IterateBezierTo(int32 bezierCount,BPoint * bezierPts)182 inline status_t BTransformIterator::IterateBezierTo(int32 bezierCount,
183 BPoint *bezierPts)
184 {
185 for (int32 i = 0; i < bezierCount * 3; i++)
186 fMatrix->Transform(bezierPts++);
187 return B_OK;
188 }
189 //------------------------------------------------------------------------------
IterateClose()190 inline status_t BTransformIterator::IterateClose()
191 {
192 return B_OK;
193 }
194 //------------------------------------------------------------------------------
195
196 #endif // _MATRIX_H
197