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📄 affine.c

📁 较新版本的libdc1394
💻 C
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/* * affine.c -- Affine Transforms for 2d objects * Copyright (C) 2002 Charles Yates <charles.yates@pandora.be> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */#include "affine.h"static inline void Multiply( affine_transform_t *this, affine_transform_t *that ){	double output[2][2];	register int i, j;	for ( i = 0; i < 2; i ++ )		for ( j = 0; j < 2; j ++ )			output[ i ][ j ] = this->matrix[ i ][ 0 ] * that->matrix[ j ][ 0 ] +							   this->matrix[ i ][ 1 ] * that->matrix[ j ][ 1 ];	this->matrix[ 0 ][ 0 ] = output[ 0 ][ 0 ];	this->matrix[ 0 ][ 1 ] = output[ 0 ][ 1 ];	this->matrix[ 1 ][ 0 ] = output[ 1 ][ 0 ];	this->matrix[ 1 ][ 1 ] = output[ 1 ][ 1 ];}void affine_transform_init( affine_transform_t *this ){	this->matrix[ 0 ][ 0 ] = 1;	this->matrix[ 0 ][ 1 ] = 0;	this->matrix[ 1 ][ 0 ] = 0;	this->matrix[ 1 ][ 1 ] = 1;}// Rotate by a given anglevoid affine_transform_rotate( affine_transform_t *this, double angle ){	affine_transform_t affine;	affine.matrix[ 0 ][ 0 ] = cos( angle * M_PI / 180 );	affine.matrix[ 0 ][ 1 ] = 0 - sin( angle * M_PI / 180 );	affine.matrix[ 1 ][ 0 ] = sin( angle * M_PI / 180 );	affine.matrix[ 1 ][ 1 ] = cos( angle * M_PI / 180 );	Multiply( this, &affine );}// Shear by a given valuevoid affine_transform_shear( affine_transform_t *this, double shear ){	affine_transform_t affine;	affine.matrix[ 0 ][ 0 ] = 1;	affine.matrix[ 0 ][ 1 ] = shear;	affine.matrix[ 1 ][ 0 ] = 0;	affine.matrix[ 1 ][ 1 ] = 1;	Multiply( this, &affine );}void affine_transform_scale( affine_transform_t *this, double sx, double sy ){	affine_transform_t affine;	affine.matrix[ 0 ][ 0 ] = sx;	affine.matrix[ 0 ][ 1 ] = 0;	affine.matrix[ 1 ][ 0 ] = 0;	affine.matrix[ 1 ][ 1 ] = sy;	Multiply( this, &affine );}// Obtain the mapped x coordinate of the inputdouble affine_transform_mapx( affine_transform_t *this, int x, int y ){	return this->matrix[0][0] * x + this->matrix[0][1] * y;}// Obtain the mapped y coordinate of the inputdouble affine_transform_mapy( affine_transform_t *this, int x, int y ){	return this->matrix[1][0] * x + this->matrix[1][1] * y;}

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