📄 transmatrix.cpp
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// TransMatrix.cpp: implementation of the TransMatrix class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "CreatePen.h"
#include "TransMatrix.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
TransMatrix::TransMatrix()
{
Matrix3x3SetIdentity(theMatrix) ;
}
TransMatrix::~TransMatrix()
{
}
void TransMatrix::Matrix3x3SetIdentity(Matrix3x3 m)
{
int i, j;
for(i= 0; i< 3; i++)
for(j= 0; j< 3; j++)
m[i][j] = (i == j);
}
//矩阵相乘 a*b , putting result in b
void TransMatrix::Matrix3x3PreMultiply(Matrix3x3 a, Matrix3x3 b)
{
int r, c;
Matrix3x3 tmp;
for(r= 0; r< 3; r++)
for(c= 0; c< 3; c++)
tmp[r][c] = a[r][0] * b[0][c] + a[r][1] * b[1][c] + a[r][2] * b[2][c];
for(r= 0; r< 3; r++)
for(c= 0; c< 3; c++)
theMatrix[r][c] = tmp[r][c];
}
void TransMatrix::Translate2(int tx, int ty)
{
Matrix3x3 m;
Matrix3x3SetIdentity(m);
m[0][2] = tx;
m[1][2] = ty;
Matrix3x3PreMultiply(m, theMatrix);
}
void TransMatrix::Scale2(float sx, float sy, POINT scalePt)
{
Matrix3x3 m;
Matrix3x3SetIdentity(m);
m[0][0] = sx;
m[0][2] = (1 - sx) * scalePt.x;
m[1][1] = sy;
m[1][2] = (1 - sy) * scalePt.y;
Matrix3x3PreMultiply(m, theMatrix);
}
void TransMatrix::Rotate2(double angle, POINT RotatePt)
{
double pi = 3.1415926535;
Matrix3x3 m;
Matrix3x3SetIdentity(m);
angle = angle * pi / 180; //角度到弧度的转换
m[0][0] = 0.000000;//cos(1.570796);
m[0][1] = - sin(angle);
m[0][2] = RotatePt.x * (1 - cos(angle)) + RotatePt.y * sin(angle);
m[1][0] = sin(angle);
m[1][1] = 0.000000;//cos(angle);
m[1][2] = RotatePt.y * (1 - cos(angle)) - RotatePt.x * sin(angle);
Matrix3x3PreMultiply(m, theMatrix);
}
void TransMatrix::TransformPoints(int npts, POINT* pts)
{
int k;
for(k= 0; k< npts; k++){
pts[k].x = theMatrix[0][0] * pts[k].x + theMatrix[0][1] * pts[k].y + theMatrix[0][2];
pts[k].y = theMatrix[1][0] * pts[k].x + theMatrix[1][1] * pts[k].y + theMatrix[1][2];
}
}
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