Inheritance: ICoordTransformer
コード例 #1
0
ファイル: SvgRenderVx.cs プロジェクト: luislasonbra/PixelFarm
        public static SvgPart TransformToNew(SvgPart originalSvgVx, PixelFarm.Agg.Transform.Affine tx)
        {
            SvgPart newSx = new SvgPart(originalSvgVx.Kind);

            if (originalSvgVx._vxs != null)
            {
                VertexStore vxs = new VertexStore();
                tx.TransformToVxs(originalSvgVx._vxs, vxs);
                newSx._vxs = vxs;
            }

            if (originalSvgVx.HasFillColor)
            {
                newSx._fillColor = originalSvgVx._fillColor;
            }
            if (originalSvgVx.HasStrokeColor)
            {
                newSx.StrokeColor = originalSvgVx.StrokeColor;
            }
            if (originalSvgVx.HasStrokeWidth)
            {
                newSx.StrokeWidth = originalSvgVx.StrokeWidth;
            }
            return(newSx);
        }
コード例 #2
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        public override void Draw(PixelFarm.Drawing.Painter p)
        {
            if (myvxs == null)
            {
                var transform = Affine.NewMatix(
                    AffinePlan.Translate(-lionShape.Center.x, -lionShape.Center.y),
                    AffinePlan.Scale(spriteScale, spriteScale),
                    AffinePlan.Rotate(angle + Math.PI),
                    AffinePlan.Skew(skewX / 1000.0, skewY / 1000.0),
                    AffinePlan.Translate(Width / 2, Height / 2)
                    );
                //create vertextStore again from original path
                myvxs = new VertexStore();

                transform.TransformToVxs(lionShape.Vxs, myvxs);

                if (AutoFlipY)
                {
                    //flip the lion
                    PixelFarm.Agg.Transform.Affine aff = PixelFarm.Agg.Transform.Affine.NewMatix(
                        PixelFarm.Agg.Transform.AffinePlan.Scale(-1, -1),
                        PixelFarm.Agg.Transform.AffinePlan.Translate(0, 600));
                    //
                    var v2 = new VertexStore();
                    myvxs = transform.TransformToVxs(myvxs, v2);
                }
            }
            //---------------------------------------------------------------------------------------------
            {
                int             j        = lionShape.NumPaths;
                int[]           pathList = lionShape.PathIndexList;
                Drawing.Color[] colors   = lionShape.Colors;
                //graphics2D.UseSubPixelRendering = true;
                for (int i = 0; i < j; ++i)
                {
                    p.FillColor = colors[i];
                    p.Fill(new VertexStoreSnap(myvxs, pathList[i]));
                }
            }
            //test
            if (SharpenRadius > 0)
            {
                //p.DoFilter(new RectInt(0, p.Height, p.Width, 0), 2);
                //PixelFarm.Agg.Imaging.SharpenFilterARGB.Sharpen()
            }
        }
コード例 #3
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 // From affine
 public Perspective(Affine a)
 {
     sx = a.sx; shy = a.shy; w0 = 0;
     shx = a.shx; sy = a.sy; w1 = 0;
     tx = a.tx; ty = a.ty; w2 = 1;
 }
コード例 #4
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 // Multiply inverse of "m" by "this" and assign the result to "this"
 Perspective premultiply_inv(Affine m)
 {
     Perspective t = new Perspective(m);
     t.invert();
     Set(t.multiply(this));
     return this;
 }
コード例 #5
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 //------------------------------------------------------------------------
 Perspective trans_perspectivemultiply_inv(Affine m)
 {
     Affine t = m;
     var invert = t.CreateInvert();
     return multiply(invert);
 }
コード例 #6
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 //------------------------------------------------------------------------
 Perspective multiply(Affine a)
 {
     Perspective b = new Perspective(this);
     sx = a.sx * b.sx + a.shx * b.shy + a.tx * b.w0;
     shx = a.sx * b.shx + a.shx * b.sy + a.tx * b.w1;
     tx = a.sx * b.tx + a.shx * b.ty + a.tx * b.w2;
     shy = a.shy * b.sx + a.sy * b.shy + a.ty * b.w0;
     sy = a.shy * b.shx + a.sy * b.sy + a.ty * b.w1;
     ty = a.shy * b.tx + a.sy * b.ty + a.ty * b.w2;
     return this;
 }
コード例 #7
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 //--------------------------------------------------------- Operations
 public Perspective from_affine(Affine a)
 {
     sx = a.sx; shy = a.shy; w0 = 0;
     shx = a.shx; sy = a.sy; w1 = 0;
     tx = a.tx; ty = a.ty; w2 = 1;
     return this;
 }
コード例 #8
0
ファイル: SvgRenderVx.cs プロジェクト: luislasonbra/PixelFarm
        public void Render(Painter p)
        {
            //
            if (HasBitmapSnapshot)
            {
                p.DrawImage(_backimg, X, Y);
                return;
            }

            PixelFarm.Agg.Transform.Affine currentTx = null;

            var renderState = new TempRenderState();

            renderState.strokeColor = p.StrokeColor;
            renderState.strokeWidth = (float)p.StrokeWidth;
            renderState.fillColor   = p.FillColor;
            renderState.affineTx    = currentTx;

            //------------------
            VertexStore tempVxs = p.GetTempVxsStore();

            int j = _vxList.Length;

            for (int i = 0; i < j; ++i)
            {
                SvgPart vx = _vxList[i];
                switch (vx.Kind)
                {
                case SvgRenderVxKind.BeginGroup:
                {
                    //1. save current state before enter new state
                    p.StackPushUserObject(renderState);

                    //2. enter new px context
                    if (vx.HasFillColor)
                    {
                        p.FillColor = renderState.fillColor = vx.FillColor;
                    }
                    if (vx.HasStrokeColor)
                    {
                        p.StrokeColor = renderState.strokeColor = vx.StrokeColor;
                    }
                    if (vx.HasStrokeWidth)
                    {
                        p.StrokeWidth = renderState.strokeWidth = vx.StrokeWidth;
                    }
                    if (vx.AffineTx != null)
                    {
                        //apply this to current tx
                        if (currentTx != null)
                        {
                            currentTx = currentTx * vx.AffineTx;
                        }
                        else
                        {
                            currentTx = vx.AffineTx;
                        }
                        renderState.affineTx = currentTx;
                    }
                }
                break;

                case SvgRenderVxKind.EndGroup:
                {
                    //restore to prev state
                    renderState   = (TempRenderState)p.StackPopUserObject();
                    p.FillColor   = renderState.fillColor;
                    p.StrokeColor = renderState.strokeColor;
                    p.StrokeWidth = renderState.strokeWidth;
                    currentTx     = renderState.affineTx;
                }
                break;

                case SvgRenderVxKind.Path:
                {
                    VertexStore vxs = vx.GetVxs();
                    if (vx.HasFillColor)
                    {
                        //has specific fill color
                        if (vx.FillColor.A > 0)
                        {
                            if (currentTx == null)
                            {
                                p.Fill(vxs, vx.FillColor);
                            }
                            else
                            {
                                //have some tx
                                tempVxs.Clear();
                                currentTx.TransformToVxs(vxs, tempVxs);
                                p.Fill(tempVxs, vx.FillColor);
                            }
                        }
                    }
                    else
                    {
                        if (p.FillColor.A > 0)
                        {
                            if (currentTx == null)
                            {
                                p.Fill(vxs);
                            }
                            else
                            {
                                //have some tx
                                tempVxs.Clear();
                                currentTx.TransformToVxs(vxs, tempVxs);
                                p.Fill(tempVxs);
                            }
                        }
                    }

                    if (p.StrokeWidth > 0)
                    {
                        //check if we have a stroke version of this render vx
                        //if not then request a new one
                        if (vx.HasStrokeColor)
                        {
                            //has specific stroke color
                            p.StrokeWidth = vx.StrokeWidth;
                            VertexStore strokeVxs = GetStrokeVxsOrCreateNew(vx, p, (float)p.StrokeWidth);

                            if (currentTx == null)
                            {
                                p.Fill(strokeVxs, vx.StrokeColor);
                            }
                            else
                            {
                                //have some tx
                                tempVxs.Clear();
                                currentTx.TransformToVxs(strokeVxs, tempVxs);
                                p.Fill(tempVxs, vx.StrokeColor);
                            }
                        }
                        else if (p.StrokeColor.A > 0)
                        {
                            VertexStore strokeVxs = GetStrokeVxsOrCreateNew(vx, p, (float)p.StrokeWidth);
                            if (currentTx == null)
                            {
                                p.Fill(strokeVxs, p.StrokeColor);
                            }
                            else
                            {
                                tempVxs.Clear();
                                currentTx.TransformToVxs(strokeVxs, tempVxs);
                                p.Fill(tempVxs, p.StrokeColor);
                            }
                        }
                        else
                        {
                        }
                    }
                    else
                    {
                        if (vx.HasStrokeColor)
                        {
                            VertexStore strokeVxs = GetStrokeVxsOrCreateNew(vx, p, (float)p.StrokeWidth);
                            p.Fill(strokeVxs);
                        }
                        else if (p.StrokeColor.A > 0)
                        {
                            VertexStore strokeVxs = GetStrokeVxsOrCreateNew(vx, p, (float)p.StrokeWidth);
                            p.Fill(strokeVxs, p.StrokeColor);
                        }
                    }
                }
                break;
                }
            }


            p.ReleaseTempVxsStore(tempVxs);
        }
コード例 #9
0
ファイル: 1_Affine.cs プロジェクト: prepare/HTML-Renderer
        /*
        //===============================================trans_affine_line_segment
        // Rotate, Scale and Translate, associating 0...dist with line segment 
        // x1,y1,x2,y2
        public static Affine NewScaling(double x, double y)
        {
            return new Affine(x, 0.0, 0.0, y, 0.0, 0.0);
        }
        public sealed class trans_affine_line_segment : Affine
        {
            public trans_affine_line_segment(double x1, double y1, double x2, double y2,
                                      double dist)
            {
                double dx = x2 - x1;
                double dy = y2 - y1;
                if (dist > 0.0)
                {
                    //multiply(trans_affine_scaling(sqrt(dx * dx + dy * dy) / dist));
                }
                //multiply(trans_affine_rotation(Math.Atan2(dy, dx)));
                //multiply(trans_affine_translation(x1, y1));
            }
        };


        //============================================trans_affine_reflection_unit
        // Reflection matrix. Reflect coordinates across the line through 
        // the origin containing the unit vector (ux, uy).
        // Contributed by John Horigan
        public static Affine NewScaling(double x, double y)
        {
            return new Affine(x, 0.0, 0.0, y, 0.0, 0.0);
        }
        public class trans_affine_reflection_unit : Affine
        {
            public trans_affine_reflection_unit(double ux, double uy)
                :
              base(2.0 * ux * ux - 1.0,
                           2.0 * ux * uy,
                           2.0 * ux * uy,
                           2.0 * uy * uy - 1.0,
                           0.0, 0.0)
            { }
        };


        //=================================================trans_affine_reflection
        // Reflection matrix. Reflect coordinates across the line through 
        // the origin at the angle a or containing the non-unit vector (x, y).
        // Contributed by John Horigan
        public static Affine NewScaling(double x, double y)
        {
            return new Affine(x, 0.0, 0.0, y, 0.0, 0.0);
        }
        public sealed class trans_affine_reflection : trans_affine_reflection_unit
        {
            public trans_affine_reflection(double a)
                :
              base(Math.Cos(a), Math.Sin(a))
            { }


            public trans_affine_reflection(double x, double y)
                :
              base(x / Math.Sqrt(x * x + y * y), y / Math.Sqrt(x * x + y * y))
            { }
        };
         */

        /*
        // Rectangle to a parallelogram.
        trans_affine(double x1, double y1, double x2, double y2, double* parl)
        {
            rect_to_parl(x1, y1, x2, y2, parl);
        }

        // Parallelogram to a rectangle.
        trans_affine(double* parl, 
                     double x1, double y1, double x2, double y2)
        {
            parl_to_rect(parl, x1, y1, x2, y2);
        }

        // Arbitrary parallelogram transformation.
        trans_affine(double* src, double* dst)
        {
            parl_to_parl(src, dst);
        }

        //---------------------------------- Parellelogram transformations
        // transform a parallelogram to another one. Src and dst are 
        // pointers to arrays of three points (double[6], x1,y1,...) that 
        // identify three corners of the parallelograms assuming implicit 
        // fourth point. The arguments are arrays of double[6] mapped 
        // to x1,y1, x2,y2, x3,y3  where the coordinates are:
        //        *-----------------*
        //       /          (x3,y3)/
        //      /                 /
        //     /(x1,y1)   (x2,y2)/
        //    *-----------------*
        trans_affine parl_to_parl(double* src, double* dst)
        {
            sx  = src[2] - src[0];
            shy = src[3] - src[1];
            shx = src[4] - src[0];
            sy  = src[5] - src[1];
            tx  = src[0];
            ty  = src[1];
            invert();
            multiply(trans_affine(dst[2] - dst[0], dst[3] - dst[1], 
                dst[4] - dst[0], dst[5] - dst[1],
                dst[0], dst[1]));
            return *this;
        }

        trans_affine rect_to_parl(double x1, double y1, 
            double x2, double y2, 
            double* parl)
        {
            double src[6];
            src[0] = x1; src[1] = y1;
            src[2] = x2; src[3] = y1;
            src[4] = x2; src[5] = y2;
            parl_to_parl(src, parl);
            return *this;
        }

        trans_affine parl_to_rect(double* parl, 
            double x1, double y1, 
            double x2, double y2)
        {
            double dst[6];
            dst[0] = x1; dst[1] = y1;
            dst[2] = x2; dst[3] = y1;
            dst[4] = x2; dst[5] = y2;
            parl_to_parl(parl, dst);
            return *this;
        }

         */

        //------------------------------------------ Operations
        // Reset - load an identity matrix
        //public void identity()
        //{
        //    sx = sy = 1.0;
        //    shy = shx = tx = ty = 0.0;
        //}

        //Direct transformations operations
        //public void translate(double x, double y)
        //{
        //    tx += x;
        //    ty += y;
        //}

        //public void rotate(double AngleRadians)
        //{
        //    double ca = Math.Cos(AngleRadians);
        //    double sa = Math.Sin(AngleRadians);
        //    double t0 = sx * ca - shy * sa;
        //    double t2 = shx * ca - sy * sa;
        //    double t4 = tx * ca - ty * sa;
        //    shy = sx * sa + shy * ca;
        //    sy = shx * sa + sy * ca;
        //    ty = tx * sa + ty * ca;
        //    sx = t0;
        //    shx = t2;
        //    tx = t4;
        //}

        //public void scale(double x, double y)
        //{
        //    double mm0 = x; // Possible hint for the optimizer
        //    double mm3 = y;
        //    sx *= mm0;
        //    shx *= mm0;
        //    tx *= mm0;
        //    shy *= mm3;
        //    sy *= mm3;
        //    ty *= mm3;
        //}

        //public void scale(double scaleAmount)
        //{
        //    sx *= scaleAmount;
        //    shx *= scaleAmount;
        //    tx *= scaleAmount;
        //    shy *= scaleAmount;
        //    sy *= scaleAmount;
        //    ty *= scaleAmount;
        //}

        // Multiply matrix to another one
        static void MultiplyMatrix(
            ref double sx, ref double sy,
            ref double shx, ref double shy,
            ref double tx, ref double ty,
            Affine m)
        {
            double t0 = sx * m.sx + shy * m.shx;
            double t2 = shx * m.sx + sy * m.shx;
            double t4 = tx * m.sx + ty * m.shx + m.tx;
            shy = sx * m.shy + shy * m.sy;
            sy = shx * m.shy + sy * m.sy;
            ty = tx * m.shy + ty * m.sy + m.ty;
            sx = t0;
            shx = t2;
            tx = t4;
        }
コード例 #10
0
ファイル: 1_Affine.cs プロジェクト: prepare/HTML-Renderer
        //----------------------------------------------------------

        // Identity matrix
        static Affine NewIdentity()
        {
            var newIden = new Affine(
                1, 0,
                0, 1,
                0, 0);
            newIden.isIdenHint = true;
            return newIden;
        }
コード例 #11
0
ファイル: 1_Affine.cs プロジェクト: prepare/HTML-Renderer
        private Affine(Affine copyFrom, AffinePlan creationPlan)
        {
            //-----------------------
            sx = copyFrom.sx;
            shy = copyFrom.shy;
            shx = copyFrom.shx;
            sy = copyFrom.sy;
            tx = copyFrom.tx;
            ty = copyFrom.ty;
            //-----------------------
            switch (creationPlan.cmd)
            {
                default:
                    {
                        throw new NotSupportedException();
                    }
                case AffineMatrixCommand.None:
                    break;
                case AffineMatrixCommand.Rotate:
                    {
                        double angleRad = creationPlan.x;
                        double ca = Math.Cos(angleRad);
                        double sa = Math.Sin(angleRad);
                        double t0 = sx * ca - shy * sa;
                        double t2 = shx * ca - sy * sa;
                        double t4 = tx * ca - ty * sa;
                        shy = sx * sa + shy * ca;
                        sy = shx * sa + sy * ca;
                        ty = tx * sa + ty * ca;
                        sx = t0;
                        shx = t2;
                        tx = t4;
                    }
                    break;
                case AffineMatrixCommand.Scale:
                    {
                        double mm0 = creationPlan.x;
                        double mm3 = creationPlan.y;
                        sx *= mm0;
                        shx *= mm0;
                        tx *= mm0;
                        shy *= mm3;
                        sy *= mm3;
                        ty *= mm3;
                    }
                    break;
                case AffineMatrixCommand.Skew:
                    {
                        double m_sx = 1;
                        double m_sy = 1;
                        double m_shx = Math.Tan(creationPlan.x);
                        double m_shy = Math.Tan(creationPlan.y);
                        double t0 = sx * m_sx + shy * m_shx;
                        double t2 = shx * m_sx + sy * m_shx;
                        double t4 = tx * m_sx + ty * m_shx + 0;//0=m.tx
                        shy = sx * m_shy + shy * m_sy;
                        sy = shx * m_shy + sy * m_sy;
                        ty = tx * m_shy + ty * m_sy + 0;//0= m.ty;
                        sx = t0;
                        shx = t2;
                        tx = t4;
                        //return new Affine(1.0, Math.Tan(y), Math.Tan(x), 1.0, 0.0, 0.0);

                    }
                    break;
                case AffineMatrixCommand.Translate:
                    {
                        tx += creationPlan.x;
                        ty += creationPlan.y;
                    }
                    break;
                case AffineMatrixCommand.Invert:
                    {
                        double d = CalculateDeterminantReciprocal();
                        double t0 = sy * d;
                        sy = sx * d;
                        shy = -shy * d;
                        shx = -shx * d;
                        double t4 = -tx * t0 - ty * shx;
                        ty = -tx * shy - ty * sy;
                        sx = t0;
                        tx = t4;
                    }
                    break;
            }
        }
コード例 #12
0
ファイル: 1_Affine.cs プロジェクト: prepare/HTML-Renderer
 private Affine(Affine a, Affine b)
 {
     //copy from a
     //multiply with b
     sx = a.sx;
     shy = a.shy;
     shx = a.shx;
     sy = a.sy;
     tx = a.tx;
     ty = a.ty;
     MultiplyMatrix(ref sx, ref sy, ref shx, ref shy, ref tx, ref ty, b);
 }
コード例 #13
0
ファイル: 1_Affine.cs プロジェクト: prepare/HTML-Renderer
 //------------------------------------------ Construction
 private Affine(Affine copyFrom)
 {
     sx = copyFrom.sx;
     shy = copyFrom.shy;
     shx = copyFrom.shx;
     sy = copyFrom.sy;
     tx = copyFrom.tx;
     ty = copyFrom.ty;
 }