2010-10-20 20:24:26 +00:00
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2012-01-23 04:33:36 +00:00
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#include <macros.h>
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#include <transform.h>
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2010-10-20 20:24:26 +00:00
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TRANSFORM& TRANSFORM::operator=( const TRANSFORM& aTransform )
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{
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if( this == &aTransform ) // Check for self assingnemt;
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return *this;
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x1 = aTransform.x1;
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y1 = aTransform.y1;
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x2 = aTransform.x2;
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y2 = aTransform.y2;
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return *this;
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}
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bool TRANSFORM::operator==( const TRANSFORM& aTransform ) const
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{
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return ( x1 == aTransform.x1 &&
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y1 == aTransform.y1 &&
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x2 == aTransform.x2 &&
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y2 == aTransform.y2 );
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}
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wxPoint TRANSFORM::TransformCoordinate( const wxPoint& aPoint ) const
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{
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return wxPoint( ( x1 * aPoint.x ) + ( y1 * aPoint.y ),
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( x2 * aPoint.x ) + ( y2 * aPoint.y ) );
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}
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2011-01-19 10:34:56 +00:00
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/*
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* Calculate the Inverse mirror/rotation transform.
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*/
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TRANSFORM TRANSFORM::InverseTransform( ) const
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{
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int invx1;
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int invx2;
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int invy1;
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int invy2;
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/* Calculates the inverse matrix coeffs:
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* for a matrix m{x1, x2, y1, y2}
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* the inverse matrix is 1/(x1*y2 -x2*y1) m{y2,-x2,-y1,x1)
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*/
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int det = x1*y2 -x2*y1; // Is never null, because the inverse matrix exists
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invx1 = y2/det;
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invx2 = -x2/det;
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invy1 = -y1/det;
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invy2 = x1/det;
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TRANSFORM invtransform( invx1, invy1, invx2, invy2 );
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return invtransform;
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}
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2010-10-20 20:24:26 +00:00
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bool TRANSFORM::MapAngles( int* aAngle1, int* aAngle2 ) const
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{
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wxCHECK_MSG( aAngle1 != NULL && aAngle2 != NULL, false,
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wxT( "Cannot map NULL point angles." ) );
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int Angle, Delta;
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double x, y, t;
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bool swap = false;
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Delta = *aAngle2 - *aAngle1;
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if( Delta >= 1800 )
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{
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*aAngle1 -= 1;
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*aAngle2 += 1;
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}
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x = cos( *aAngle1 * M_PI / 1800.0 );
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y = sin( *aAngle1 * M_PI / 1800.0 );
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t = x * x1 + y * y1;
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y = x * x2 + y * y2;
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x = t;
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*aAngle1 = (int) ( atan2( y, x ) * 1800.0 / M_PI + 0.5 );
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x = cos( *aAngle2 * M_PI / 1800.0 );
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y = sin( *aAngle2 * M_PI / 1800.0 );
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t = x * x1 + y * y1;
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y = x * x2 + y * y2;
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x = t;
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*aAngle2 = (int) ( atan2( y, x ) * 1800.0 / M_PI + 0.5 );
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2011-01-05 17:28:55 +00:00
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NORMALIZE_ANGLE_POS( *aAngle1 );
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NORMALIZE_ANGLE_POS( *aAngle2 );
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2010-10-20 20:24:26 +00:00
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if( *aAngle2 < *aAngle1 )
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*aAngle2 += 3600;
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if( *aAngle2 - *aAngle1 > 1800 ) /* Need to swap the two angles. */
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{
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Angle = (*aAngle1);
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*aAngle1 = (*aAngle2);
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*aAngle2 = Angle;
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2011-01-05 17:28:55 +00:00
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NORMALIZE_ANGLE_POS( *aAngle1 );
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NORMALIZE_ANGLE_POS( *aAngle2 );
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2010-10-20 20:24:26 +00:00
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if( *aAngle2 < *aAngle1 )
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*aAngle2 += 3600;
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swap = true;
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}
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if( Delta >= 1800 )
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{
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*aAngle1 += 1;
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*aAngle2 -= 1;
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}
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return swap;
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}
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