/// <summary>
        /// Build a transformation taking the independent vectors v1 and v2 to w1 and w2, respectively.
        /// </summary>
        /// <param name="v1">A first vector; must be nonzero. </param>
        /// <param name="v2">A second vector; must be linearly independent of the first</param>
        /// <param name="w1">Where the first vector will be sent</param>
        /// <param name="w2">Where the second vector will be sent</param>
        /// <returns>A linear transformation taking v1 to w1 and v2 to w2 </returns>
        public static LinearTransform2 VectorsToVectors(Vector v1, Vector v2, Vector w1, Vector w2)
        {
            LinearTransform2 V = new LinearTransform2(v1, v2);
            LinearTransform2 W = new LinearTransform2(w1, w2);

            return(W * V.InverseTransform());
        }
        /// <summary>
        /// Given a point p1 and linearly independent vectors v1 and v2, build the unique transformation taking p1 to q1, v1 to w1, and v2 to w2.
        /// <param name="p1">The point to be moved</param>
        /// <param name="v1">The first vector</param>
        /// <param name="v2">The second vector</param>
        /// <param name="q1">The point to which p1 will be moved</param>
        /// <param name="w1">The vector to which v1 will be moved</param>
        /// <param name="w2">The vector to which v2 will be moved</param>
        /// <returns>The affine transform. </returns>
        /// </summary>
        public static AffineTransform2 PointAndVectorsToPointAndVectors(
            Point p1, Vector v1, Vector v2,
            Point q1, Vector w1, Vector w2)
        {
            AffineTransform2 Trans1 = AffineTransform2.Translate(p1, new Point(0, 0));
            LinearTransform2 T      = LinearTransform2.VectorsToVectors(v1, v2, w1, w2);
            AffineTransform2 Trans2 = AffineTransform2.Translate(new Point(0, 0), q1);
            AffineTransform2 S      = new AffineTransform2();

            S.mat = T.Matrix();

            return(Trans2 * S * Trans1);

            /*
             * double[,] linmat = T.Matrix();
             * for (int i = 0; i < 2; i++)
             * {
             *  for (int j = 0; j < 2; j++)
             *  {
             *      W.mat[i, j] = linmat[i, j];
             *  }
             * }
             * return W;
             */
        }
        /// <summary>
        /// Compose the linear transformation T1 with the linear transformation T2 to get T1 o T2.
        /// </summary>
        /// <param name="T1">The first transformation</param>
        /// <param name="T2">The second transformation</param>
        /// <remarks> Note that when this composite is applied to a vector v, we first apply T2 to v, and then apply T1 to the result. </remarks>
        /// <returns>The composite transformation. </returns>
        public static LinearTransform2 operator *(LinearTransform2 T1, LinearTransform2 T2)
        {
            LinearTransform2 S = new LinearTransform2();

            S.mat = MatrixProduct(T1.mat, T2.mat);
            return(S);
        }
        /// <summary>
        /// Compute the inverse of this transformation, if it exists.
        /// </summary>
        /// <returns></returns>
        public LinearTransform2 InverseTransform()
        {
            double[,] m = MatrixInverse(mat);
            LinearTransform2 T = new LinearTransform2();

            T.mat = m;
            return(T);
        }
        /// <summary>
        /// Build a rotation about the origin that moves the positive X-axis towards the postive Y-axis by the specified angle.
        /// </summary>
        /// <param name="angle">The angle to rotate, in radians</param>
        /// <returns>A rotation transformation</returns>
        public static LinearTransform2 RotateXY(double angle)
        {
            LinearTransform2 T = new LinearTransform2();

            T.mat[0, 0] = Math.Cos(angle);
            T.mat[1, 1] = T.mat[0, 0];
            T.mat[1, 0] = Math.Sin(angle);
            T.mat[0, 1] = -T.mat[1, 0];
            return(T);
        }
        /// <summary>
        /// Build a transformation taking the standard frame (0,0), (1, 0), (0, 1), and (1, 1) to the points
        /// p0, p1, p2, and p3.
        /// </summary>
        /// <param name="p0">Where (0, 0) is sent</param>
        /// <param name="p1">Where (1, 0) is sent</param>
        /// <param name="p2">Where (0, 1) is sent</param>
        /// <param name="p3">Where (1, 1) is sent</param>
        /// <returns>The projective transformation effecting the specified mappings</returns>
        public static ProjectiveTransform2 StandardFrameToPoints(Point p0, Point p1, Point p2, Point p3)
        {
            //
            ProjectiveTransform2 T = new ProjectiveTransform2();
            // idea:
            // Send e1, e2, e3 to p0, p1, p2 by a map K.
            // Let L be Kinverse.
            // Then L sends p0, p1, p2 to e1, e2 and e3 . See where p4 goes; call this q.
            // build projective map P sending e1, e2, e3, and u= (e1+e2+e3) to e1, e2, e3, and q.
            // then let L = Kinverse; K * P sends e1 to p1; e2 to p2; e3 to p3; and u to q to e4.
            ProjectiveTransform2 K = new ProjectiveTransform2();

            for (int i = 0; i < 3; i++)
            {
                K.mat[2, i] = 1.0d;
            }
            K.mat[0, 0] = p0.X;
            K.mat[1, 0] = p0.Y;
            K.mat[0, 1] = p1.X;
            K.mat[1, 1] = p1.Y;
            K.mat[0, 2] = p2.X;
            K.mat[1, 2] = p2.Y;

            ProjectiveTransform2 L = new ProjectiveTransform2();

            L.mat = LinearTransform2.MatrixInverse(K.mat);
            double[] v = new double[3];
            v[0] = p3.X;
            v[1] = p3.Y;
            v[2] = 1.0d;

            double[] q = new double[3];
            for (int i = 0; i < 3; i++)
            {
                double tally = 0.0d;
                for (int j = 0; j < 3; j++)
                {
                    tally += L.mat[i, j] * v[j];
                }
                q[i] = tally;
            }
            double[,] p = new double[3, 3];
            for (int i = 0; i < 3; i++)
            {
                p[i, i] = q[i];
            }
            ProjectiveTransform2 S = new ProjectiveTransform2();

            S.mat = ProjectiveTransform2.MatrixProduct(K.mat, p);
            return(S);
        }
Ejemplo n.º 7
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        private static void testLT()
        {
            // Results: inverse is broken for LinearTransform; otherwise OK.
            Debug.Print(new LinearTransform2() + "\nshould be identity\n");
            Vector           v1 = new Vector(2, 3); Vector v2 = new Vector(-1, 4);
            LinearTransform2 T1 = new LinearTransform2(v1, v2);

            Debug.Print(T1 + "\nshould be 2, -1; 3 4.\n");
            Debug.Print(T1.Det() + "\n should be 11; " + T1.Trace() + "\nshould be 6\n");
            Vector           w1 = new Vector(0, 1); Vector w2 = new Vector(1, 1);
            LinearTransform2 Tvw = LinearTransform2.VectorsToVectors(v1, v2, w1, w2);
            LinearTransform2 T30 = LinearTransform2.RotateXY(30 * Math.PI / 180.0);
            LinearTransform2 Ti  = T1.InverseTransform();

            Debug.Print(T30 + "\nshould be Rot30; lower left = 0.5\n");
            Debug.Print(Ti * v1 + "\nshould be e1\n");
            Debug.Print(Ti * v2 + "\nshould be e2\n");
            Debug.Print(T1 * T1 + "\nshould be [1 -6; 18 13]\n");
            Debug.Print(T1 * Ti + "\n should be identity\n");
        }
        /// <summary>
        /// Compute the inverse of a 3 x 3 matrix.
        /// <param name="mat">A 3 x 3 matrix </param>
        /// <returns> The inverse of matrix mat1</returns>
        /// </summary>
        new private static double[,] MatrixInverse(double[,] mat)
        {
            double[] translation = new double[3];
            translation[0] = mat[0, 2];
            translation[1] = mat[1, 2];
            translation[2] = 1.0d;

            double[,] mm = new double[3, 3];
            for (int i = 0; i < 2; i++)
            {
                for (int j = 0; j < 2; j++)
                {
                    mm[i, j] = mat[i, j];
                }
            }
            mm[2, 2] = 1.0d;

            double[,] minv = LinearTransform2.MatrixInverse(mm);
            double[] reverseTranslation = new double[3];
            for (int i = 0; i < 2; i++)
            {
                for (int j = 0; j < 2; j++)
                {
                    reverseTranslation[i] -= minv[i, j] * translation[j];
                }
            }
            reverseTranslation[2] = 1.0d;


            double[,] res = new double[3, 3];
            for (int i = 0; i < 2; i++)
            {
                for (int j = 0; j < 2; j++)
                {
                    res[i, j] = minv[i, j];
                }
                res[i, 2] = reverseTranslation[i];
            }
            res[2, 2] = 1.0d;
            return(res);
        }
Ejemplo n.º 9
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        private static void testPT()
        {
            Debug.Print(new ProjectiveTransform2() + "\n should be identity\n");
            Vector v1 = new Vector(2, 3); Vector v2 = new Vector(-1, 4);
            Point  p1 = new Point(1, 5);
            Point  p2 = new Point(1, 1);
            Point  p3 = new Point(4, 4);
            Point  p4 = new Point(2, 5);
            Point  q1 = new Point(1, 1);
            Point  q2 = new Point(0, 0);
            Point  q3 = new Point(1, 2);
            Point  q4 = new Point(-1, 0);
            Point  pt = p1 + 0.5 * (p2 - p1);
            Point  qt = q1 + 0.5 * (q2 - q1);

            ProjectiveTransform2 T1 = ProjectiveTransform2.Translate(p1, q1);

            Debug.Print("T1:" + T1 * p1 + "\n should be " + q1 + "\n");
            ProjectiveTransform2 T3 = ProjectiveTransform2.RotateXY(30 * Math.PI / 180);
            LinearTransform2     T4 = LinearTransform2.RotateXY(30 * Math.PI / 180);

            Debug.Print("T3,4:" + T3 + "\n should equal " + T4 + "\n");
            ProjectiveTransform2 T5 = ProjectiveTransform2.AxisScale(2, -3);

            Debug.Print("T5:" + T5 + "\n should be [2 0 ; 0 -3]\n");
            ProjectiveTransform2 T6 = ProjectiveTransform2.RotateAboutPoint(p1, 30 * Math.PI / 180);

            Debug.Print("T6:" + T6 * p1 + "\n should be " + p1 + "\n");

            ProjectiveTransform2 T2 = ProjectiveTransform2.PointsToPoints(p1, p2, p3, p4, q1, q2, q3, q4);

            Debug.Print("T2:" + T2 * (p1 + 0.5 * (p2 - p1)) + "\n should be " + (q1 + 0.5 * (q2 - q1)) + "\n");
            Debug.Print("T2:" + T2 * p1 + "\n should be " + q1 + "\n");
            Debug.Print("T2:" + T2 * p2 + "\n should be " + q2 + "\n");
            Debug.Print("T2:" + T2 * p3 + "\n should be " + q3 + "\n");
            Debug.Print("T2:" + T2 * p4 + "\n should be " + q4 + "\n");
            Debug.Print("InverseTransform:" + T2.InverseTransform() * q4 + "\n should be " + p4 + "\n");
            Debug.Print("Composition:" + T2.InverseTransform() * T2 + "\n should be identity\n");
        }
Ejemplo n.º 10
0
        private static void testAT()
        {
            // Results: inverse is broken for LinearTransform; otherwise OK.
            Debug.Print("T0:" + new AffineTransform2() + "\nshould be identity\n");
            Vector v1 = new Vector(2, 3); Vector v2 = new Vector(-1, 4);
            Vector w1 = new Vector(0, 1); Vector w2 = new Vector(1, 1);
            Point  p1 = new Point(1, 5);
            Point  p2 = new Point(1, 1);
            Point  p3 = new Point(4, 4);
            Point  p4 = new Point(2, 5);
            Point  q1 = new Point(1, 1);
            Point  q2 = new Point(0, 0);
            Point  q3 = new Point(1, 2);
            Point  q4 = new Point(-1, 0);
            Point  pt = p1 + 0.5 * (p2 - p1);
            Point  qt = q1 + 0.5 * (q2 - q1);

            AffineTransform2 T1 = AffineTransform2.Translate(p1, q1);

            Debug.Print("T1:" + T1 * p1 + "\n should be " + q1 + "\n");
            AffineTransform2 T2 = AffineTransform2.PointAndVectorsToPointAndVectors(p1, v1, v2, q1, w1, w2);

            Debug.Print("T2:" + T2 * (v1 + v2) + "\n should be " + (w1 + w2) + "\n"); /// Broken
            Debug.Print("T2:" + T2 * p1 + "\n should be " + q1 + "\n");
            AffineTransform2 T3 = AffineTransform2.RotateXY(30 * Math.PI / 180);
            LinearTransform2 T4 = LinearTransform2.RotateXY(30 * Math.PI / 180);

            Debug.Print("T3,4:" + T3 + "\n should equal " + T4 + "\n");
            AffineTransform2 T5 = AffineTransform2.AxisScale(2, -3);

            Debug.Print("T5:" + T5 + "\n should be [2 0 ; 0 -3]\n");
            AffineTransform2 T6 = AffineTransform2.RotateAboutPoint(p1, 30 * Math.PI / 180);

            Debug.Print("T6:" + T6 * p1 + "\n should be " + p1 + "\n");
            Debug.Print("T6:" + T6 * new Vector(1, 0) + "\n should be [.866, .5]\n");

            AffineTransform2 TPV = AffineTransform2.PointAndVectorsToPointAndVectors(p1, v1, v2, q1, w1, w2); // Broken

            Debug.Print("TPV:" + TPV * p1 + "\n should be " + q1 + "\n");
            Debug.Print("TPV:" + TPV * (p1 + 0.3 * v2) + "\n should be " + (q1 + 0.3 * w2) + "\n");

            AffineTransform2 T7 = AffineTransform2.PointsToPoints(p1, p2, p3, q1, q2, q3);

            Debug.Print("T7:" + T7 * pt + "\n should be " + qt + "\n");
            Debug.Print("T7:" + T7 * p1 + "\n should be " + q1 + "\n");
            Debug.Print("T7:" + T7 * p2 + "\n should be " + q2 + "\n");
            Debug.Print("T7:" + T7 * p3 + "\n should be " + q3 + "\n");
            Debug.Print("Inverse:" + T7 * (T7.InverseTransform()) + "\n should be identity\n"); //BROKEN
            AffineTransform2 T7i = T7.InverseTransform();

            Debug.Print("T7i:" + T7i * q1 + "\n should be " + p1 + "\n");
            Debug.Print("T7i:" + T7i * q2 + "\n should be " + p2 + "\n");
            Debug.Print("T7i:" + T7i * q3 + "\n should be " + p3 + "\n");

            AffineTransform2 T8 = AffineTransform2.PointsAndVectorToPointsAndVector(p1, p2, p3 - p1, q1, q2, q3 - q1);

            Debug.Print("T8:" + T7 * (T8.InverseTransform()) + "\n should be identity\n"); //BROKEN
            Debug.Print("T8:" + T8 * p1 + "\n should be " + q1 + "\n");
            Debug.Print("T8:" + T8 * p2 + "\n should be " + q2 + "\n");
            Debug.Print("T8:" + T8 * p3 + "\n should be " + q3 + "\n");
        }