📄 frame2d.h
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/* * Copyright (c) 1999 - 2001, Artur Merke <amerke@ira.uka.de> * * This file is part of FrameView2d. * * FrameView2d 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, or (at your option) * any later version. * * FrameView2d 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 FrameView2d; see the file COPYING. If not, write to * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. */#ifndef _FRAME2D_#define _FRAME2D_#include "vector2d.h"#include "object2d.h"/**interesting facts about frames can be found in the very recommandable bookby R.P. Paul "Robot Manipulators" MIT Press 1981A two dimensional frame has the following shape: / n_x -n_y p_x \ | | | n_y n_x p_y | | | \ 0 0 1 /where we require n_x^2+n_y^2= 1 (i.e. unit length). From this follows, thatall n_x and n_y can be represented by the cos(a) or sin(a) values for a particular angle a.A translation is a frame of the following form / 1 0 x \ | | | 0 1 y | = T(x,y) | | \ 0 0 1 /and a rotation can be represented by a frame of the form / cos(a) -sin(a) 0 \ | | | sin(a) cos(a) 0 | = R(a) | | \ 0 0 1 /*/class Frame2d { friend std::ostream& operator<< (std::ostream&,const Frame2d&); friend Frame2d operator*(const Frame2d &, const Frame2d &); friend Vector2d operator*(const Frame2d &, const Vector2d &); friend Point2d operator*(const Frame2d &, const Point2d &); public: Frame2d(); //init as identity frame static Frame2d Translation(double, double); static Frame2d Rotation(const Angle&); Angle get_angle() const; Vector2d get_x_axis() const { return Vector2d(n_x,n_y); } Vector2d get_y_axis() const { return Vector2d(-n_y,n_x); } Vector2d get_pos() const { return Vector2d(p_x,p_y); } void set_angle(const Angle&); void set_angle(const Vector2d&); ///< set's angle correspoinding to the given vector void set_position(double,double); void set_scale(double); double get_scale() const { return scale; } private: /** \short scale influences the magnification factor of all objects in a frame normally scale should always be = 1.0, but if you want all objects in your frame to be 2.5 as large, scale should be = 2.5 */ double scale; double n_x, n_y, p_x, p_y;};#endif
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