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//-----------------------------------------------------------------------------
// BSPLIB HEADER: Transform2.h
//
// Copyright (c) 1997-1998 by Markus Hadwiger
// All Rights Reserved.
//-----------------------------------------------------------------------------
#ifndef _TRANSFORM2_H_
#define _TRANSFORM2_H_
// bsplib header files
#include "BspLibDefs.h"
#include "Vertex.h"
BSPLIB_NAMESPACE_BEGIN
// general 2-D homogeneous transformation -------------------------------------
//
class Transform2 {
friend Transform2 operator *( const Transform2& trafo1, const Transform2& trafo2 );
public:
Transform2();
Transform2( const float trafo[3][3] );
Transform2( const double trafo[3][3] );
~Transform2() { }
// transform single vector by current transformation
Vector2 TransformVector2( const Vector2& vec ) const;
double Determinant(); // calc matrix's determinant
int Inverse( Transform2& inverse ); // calc matrix's inverse
// concatenate two transformations (natural and reversed order)
Transform2& Concat( const Transform2& cattrafo );
Transform2& ConcatR( const Transform2& cattrafo );
// create elementary matrices
Transform2& LoadIdentity();
Transform2& LoadRotation( double angle );
Transform2& LoadScale( double x, double y );
Transform2& LoadTranslation( double x, double y );
// elementary transformations in natural order
Transform2& Rotate( double angle );
Transform2& Scale( double x, double y );
Transform2& Translate( double x, double y );
// elementary transformations in reversed order
Transform2& RotateR( double angle );
Transform2& ScaleR( double x, double y );
Transform2& TranslateR( double x, double y );
// fetch translation part (optionally set it null afterwards)
Vector2 FetchTranslation() const;
Vector2 ExtractTranslation();
// fetch pointer to matrix
double * LinMatrixAccess() { return (double *) m_matrix; }
private:
// 3x3 matrix for 2-D homogeneous transformation (row vectors!)
double m_matrix[3][3];
};
// load identity matrix -------------------------------------------------------
inline Transform2& Transform2::LoadIdentity()
{
memset( m_matrix, 0, sizeof( m_matrix ) );
m_matrix[ 0 ][ 0 ] = 1.0;
m_matrix[ 1 ][ 1 ] = 1.0;
m_matrix[ 2 ][ 2 ] = 1.0;
return *this;
}
// construct a Transform2 -----------------------------------------------------
inline Transform2::Transform2()
{
// LoadIdentity();
}
// construct a Transform2 directly from 3x3 matrix ----------------------------
inline Transform2::Transform2( const double trafo[3][3] )
{
//CAVEAT:
// the outer dimension of the matrix is not enforced!!
// trafo is actually of type double(*)[3]
memcpy( m_matrix, trafo, sizeof( m_matrix ) );
}
// construct a Transform2 directly from 3x3 matrix ----------------------------
inline Transform2::Transform2( const float trafo[3][3] )
{
//CAVEAT:
// the outer dimension of the matrix is not enforced!!
// trafo is actually of type float(*)[3]
for ( int i = 0; i < 9; i++ )
((double *)m_matrix)[ i ] = (double) ((float *)trafo)[ i ];
}
BSPLIB_NAMESPACE_END
#endif // _TRANSFORM2_H_
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