/** * \file * \brief Transforms should be applied left to right. scale * translate means: first scale, then translate. * * Authors: * ? * * Copyright ?-? authors * * This library is free software; you can redistribute it and/or * modify it either under the terms of the GNU Lesser General Public * License version 2.1 as published by the Free Software Foundation * (the "LGPL") or, at your option, under the terms of the Mozilla * Public License Version 1.1 (the "MPL"). If you do not alter this * notice, a recipient may use your version of this file under either * the MPL or the LGPL. * * You should have received a copy of the LGPL along with this library * in the file COPYING-LGPL-2.1; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * You should have received a copy of the MPL along with this library * in the file COPYING-MPL-1.1 * * The contents of this file are subject to the Mozilla Public License * Version 1.1 (the "License"); you may not use this file except in * compliance with the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY * OF ANY KIND, either express or implied. See the LGPL or the MPL for * the specific language governing rights and limitations. * */ #ifndef SEEN_Geom_TRANSFORMS_H #define SEEN_Geom_TRANSFORMS_H #include <2geom/matrix.h> #include namespace Geom { template struct TransformConcept { T t; Matrix m; Point p; void constraints() { m = t; //implicit conversion t = t.inverse(); p = p * t; t = t * t; } }; class Rotate; class Translate { private: Translate(); Point vec; public: explicit Translate(Point const &p) : vec(p) {} explicit Translate(Coord const x, Coord const y) : vec(x, y) {} inline operator Matrix() const { return Matrix(1, 0, 0, 1, vec[X], vec[Y]); } inline Coord operator[](Dim2 const dim) const { return vec[dim]; } inline Coord operator[](unsigned const dim) const { return vec[dim]; } inline bool operator==(Translate const &o) const { return vec == o.vec; } inline bool operator!=(Translate const &o) const { return vec != o.vec; } inline Translate inverse() const { return Translate(-vec); } friend Point operator*(Point const &v, Translate const &t); inline Translate operator*(Translate const &b) const { return Translate(vec + b.vec); } friend Matrix operator*(Translate const &t, Rotate const &r); }; inline Point operator*(Point const &v, Translate const &t) { return v + t.vec; } class Scale { private: Point vec; Scale(); public: explicit Scale(Point const &p) : vec(p) {} Scale(Coord const x, Coord const y) : vec(x, y) {} explicit Scale(Coord const s) : vec(s, s) {} inline operator Matrix() const { return Matrix(vec[X], 0, 0, vec[Y], 0, 0); } inline Coord operator[](Dim2 const d) const { return vec[d]; } inline Coord operator[](unsigned const d) const { return vec[d]; } //TODO: should we keep these mutators? add them to the other transforms? inline Coord &operator[](Dim2 const d) { return vec[d]; } inline Coord &operator[](unsigned const d) { return vec[d]; } inline bool operator==(Scale const &o) const { return vec == o.vec; } inline bool operator!=(Scale const &o) const { return vec != o.vec; } inline Scale inverse() const { return Scale(1./vec[0], 1./vec[1]); } friend Point operator*(Point const &v, Translate const &t); inline Scale operator*(Scale const &b) const { return Scale(vec[X]*b[X], vec[Y]*b[Y]); } }; inline Point operator*(Point const &p, Scale const &s) { return Point(p[X] * s[X], p[Y] * s[Y]); } /** Notionally an Geom::Matrix corresponding to rotation about the origin. Behaves like Geom::Matrix for multiplication. **/ class Rotate { private: Rotate() {} Point vec; public: explicit Rotate(Coord theta) : vec(std::cos(theta), std::sin(theta)) {} Rotate(Point const &p) {Point v = p; v.normalize(); vec = v;} //TODO: UGLY! explicit Rotate(Coord x, Coord y) { Rotate(Point(x, y)); } inline operator Matrix() const { return Matrix(vec[X], vec[Y], -vec[Y], vec[X], 0, 0); } inline Point vector() const { return vec; } inline Coord operator[](Dim2 const dim) const { return vec[dim]; } inline Coord operator[](unsigned const dim) const { return vec[dim]; } inline bool operator==(Rotate const &o) const { return vec == o.vec; } inline bool operator!=(Rotate const &o) const { return vec != o.vec; } inline Rotate inverse() const { Rotate r; r.vec = Point(vec[X], -vec[Y]); return r; } static Rotate from_degrees(Coord deg) { Coord rad = (deg / 180.0) * M_PI; return Rotate(rad); } friend Point operator*(Point const &v, Rotate const &r); inline Rotate operator*(Rotate const &b) const { return Rotate(vec * b); } }; inline Point operator*(Point const &v, Rotate const &r) { return v ^ r.vec; } Matrix operator*(Translate const &t, Scale const &s); Matrix operator*(Translate const &t, Rotate const &r); Matrix operator*(Scale const &s, Translate const &t); Matrix operator*(Scale const &s, Matrix const &m); Matrix operator*(Matrix const &m, Translate const &t); Matrix operator*(Matrix const &m, Scale const &s); Matrix operator*(Matrix const &m, Rotate const &r); Matrix operator*(Matrix const &m1, Matrix const &m2); Translate pow(Translate const &t, int n); Scale pow(Scale const &t, int n); Rotate pow(Rotate t, int n); Matrix pow(Matrix t, int n); //TODO: matrix to trans/scale/rotate } /* namespace Geom */ #endif /* !SEEN_Geom_TRANSFORMS_H */ /* Local Variables: mode:c++ c-file-style:"stroustrup" c-file-offsets:((innamespace . 0)(inline-open . 0)(case-label . +)) indent-tabs-mode:nil fill-column:99 End: */ // vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=99 :