#include "macros.h" #include "transform.h" TRANSFORM& TRANSFORM::operator=( const TRANSFORM& aTransform ) { if( this == &aTransform ) // Check for self assingnemt; return *this; x1 = aTransform.x1; y1 = aTransform.y1; x2 = aTransform.x2; y2 = aTransform.y2; return *this; } bool TRANSFORM::operator==( const TRANSFORM& aTransform ) const { return ( x1 == aTransform.x1 && y1 == aTransform.y1 && x2 == aTransform.x2 && y2 == aTransform.y2 ); } wxPoint TRANSFORM::TransformCoordinate( const wxPoint& aPoint ) const { return wxPoint( ( x1 * aPoint.x ) + ( y1 * aPoint.y ), ( x2 * aPoint.x ) + ( y2 * aPoint.y ) ); } bool TRANSFORM::MapAngles( int* aAngle1, int* aAngle2 ) const { wxCHECK_MSG( aAngle1 != NULL && aAngle2 != NULL, false, wxT( "Cannot map NULL point angles." ) ); int Angle, Delta; double x, y, t; bool swap = false; Delta = *aAngle2 - *aAngle1; if( Delta >= 1800 ) { *aAngle1 -= 1; *aAngle2 += 1; } x = cos( *aAngle1 * M_PI / 1800.0 ); y = sin( *aAngle1 * M_PI / 1800.0 ); t = x * x1 + y * y1; y = x * x2 + y * y2; x = t; *aAngle1 = (int) ( atan2( y, x ) * 1800.0 / M_PI + 0.5 ); x = cos( *aAngle2 * M_PI / 1800.0 ); y = sin( *aAngle2 * M_PI / 1800.0 ); t = x * x1 + y * y1; y = x * x2 + y * y2; x = t; *aAngle2 = (int) ( atan2( y, x ) * 1800.0 / M_PI + 0.5 ); NORMALIZE_ANGLE( *aAngle1 ); NORMALIZE_ANGLE( *aAngle2 ); if( *aAngle2 < *aAngle1 ) *aAngle2 += 3600; if( *aAngle2 - *aAngle1 > 1800 ) /* Need to swap the two angles. */ { Angle = (*aAngle1); *aAngle1 = (*aAngle2); *aAngle2 = Angle; NORMALIZE_ANGLE( *aAngle1 ); NORMALIZE_ANGLE( *aAngle2 ); if( *aAngle2 < *aAngle1 ) *aAngle2 += 3600; swap = true; } if( Delta >= 1800 ) { *aAngle1 += 1; *aAngle2 -= 1; } return swap; }