/// <summary>
 /// Modifies the current transformation matrix.
 /// </summary>
 public void MultiplyTransform(XMatrix matrix, XMatrixOrder order)
 {
     if (!matrix.IsIdentity)
     {
         this.MustRealizeCtm = true;
         this.unrealizedCtm.Multiply(matrix, order);
     }
 }
Пример #2
0
        ///// <summary>
        ///// The world transform in PDF world space.
        ///// </summary>
        //public XMatrix EffectiveCtm
        //{
        //  get
        //  {
        //    //if (MustRealizeCtm)
        //    if (!UnrealizedCtm.IsIdentity)
        //    {
        //      XMatrix matrix = RealizedCtm;
        //      matrix.Prepend(UnrealizedCtm);
        //      return matrix;
        //    }
        //    return RealizedCtm;
        //  }
        //  //set
        //  //{
        //  //  XMatrix matrix = realizedCtm;
        //  //  matrix.Invert();
        //  //  matrix.Prepend(value);
        //  //  unrealizedCtm = matrix;
        //  //  MustRealizeCtm = !unrealizedCtm.IsIdentity;
        //  //}
        //}

        public void AddTransform(XMatrix value, XMatrixOrder matrixOrder)
        {
            // TODO: User matrixOrder
//#if DEBUG
//            if (matrixOrder == XMatrixOrder.Append)
//                throw new NotImplementedException("XMatrixOrder.Append");
//#endif
            XMatrix transform = value;

            if (_renderer.Gfx.PageDirection == XPageDirection.Downwards)
            {
                // Take chirality into account and
                // invert the direction of rotation.
                transform.M12 = -value.M12;
                transform.M21 = -value.M21;
            }
            UnrealizedCtm.Prepend(transform);

            WorldTransform.Prepend(value);
        }
Пример #3
0
 /// <summary>
 /// Applies the specified shearing operation to the transformation matrix of this object
 /// in the specified order.
 /// </summary>
 public void ShearTransform(double shearX, double shearY, XMatrixOrder order)
 {
   XMatrix matrix = new XMatrix();  //XMatrix.Identity;
   matrix.ShearPrepend(shearX, shearY);
   AddTransform(matrix, order);
 }
Пример #4
0
 /// <summary>
 /// Applies the specified rotation operation to the transformation matrix of this object
 /// in the specified order. The angle unit of measure is degree.
 /// </summary>
 public void RotateTransform(double angle, XMatrixOrder order)
 {
   //XMatrix matrix = this.transform;
   //matrix.Rotate(angle, order);
   //Transform = matrix;
   XMatrix matrix = new XMatrix();  //XMatrix.Identity;
   matrix.RotatePrepend(angle);
   AddTransform(matrix, order);
 }
Пример #5
0
 /// <summary>
 /// Applies the specified translation operation to the transformation matrix of this object
 /// in the specified order.
 /// </summary>
 public void TranslateTransform(double dx, double dy, XMatrixOrder order)
 {
   //XMatrix matrix = this.transform;
   //matrix.Translate(dx, dy, order);
   //Transform = matrix;
   XMatrix matrix = new XMatrix();  //XMatrix.Identity;
   matrix.TranslatePrepend(dx, dy);
   AddTransform(matrix, order);
 }
Пример #6
0
    /// <summary>
    /// Rotates the matrix with the specified angle at the specified point.
    /// </summary>
    public void RotateAt(double angle, XPoint point, XMatrixOrder order)
    {
      if (order == XMatrixOrder.Append)
      {
        angle = angle % 360.0;
        this *= CreateRotationRadians(angle * 0.017453292519943295, point.x, point.y);

        //this.Translate(point.X, point.Y, order);
        //this.Rotate(angle, order);
        //this.Translate(-point.X, -point.Y, order);
      }
      else
      {
        angle = angle % 360.0;
        this = CreateRotationRadians(angle * 0.017453292519943295, point.x, point.y) * this;
      }
      DeriveMatrixType();
    }
Пример #7
0
 /// <summary>
 /// Scales the matrix with the specified scalar.
 /// </summary>
 public void Scale(double scaleXY, XMatrixOrder order)
 {
   Scale(scaleXY, scaleXY, order);
 }
Пример #8
0
    /// <summary>
    /// Translates the matrix with the specified offsets.
    /// </summary>
    public void Translate(double offsetX, double offsetY, XMatrixOrder order)
    {
      // HACK in Translate
      if (this.type == XMatrixTypes.Identity)
        InitIdentity();

      if (order == XMatrixOrder.Append)
      {
        this.offsetX += offsetX;
        this.offsetY += offsetY;
      }
      else
      {
        this.offsetX += offsetX * this.m11 + offsetY * this.m21;
        this.offsetY += offsetX * this.m12 + offsetY * this.m22;
      }
      DeriveMatrixType();
    }
Пример #9
0
 /// <summary>
 /// Multiply the brush transformation matrix with the specified matrix.
 /// </summary>
 public void MultiplyTransform(XMatrix matrix, XMatrixOrder order)
 {
     _matrix.Multiply(matrix, order);
 }
 /// <summary>
 /// Scales the brush with the specified scalars.
 /// </summary>
 public void ScaleTransform(double sx, double sy, XMatrixOrder order)
 {
   this.matrix.Scale(sx, sy, order);
 }
 /// <summary>
 /// Translates the brush with the specified offset.
 /// </summary>
 public void TranslateTransform(double dx, double dy, XMatrixOrder order)
 {
   this.matrix.Translate(dx, dy, order);
 }
Пример #12
0
 /// <summary>
 /// Shears the matrix with the specified scalars.
 /// </summary>
 public void Shear(double shearX, double shearY, XMatrixOrder order)
 {
   double t11 = this.m11;
   double t12 = this.m12;
   double t21 = this.m21;
   double t22 = this.m22;
   double tdx = this.offsetX;
   double tdy = this.offsetY;
   if (order == XMatrixOrder.Append)
   {
     this.m11 += shearX * t12;
     this.m12 += shearY * t11;
     this.m21 += shearX * t22;
     this.m22 += shearY * t21;
     this.offsetX += shearX * tdy;
     this.offsetY += shearY * tdx;
   }
   else
   {
     this.m11 += shearY * t21;
     this.m12 += shearY * t22;
     this.m21 += shearX * t11;
     this.m22 += shearX * t12;
   }
   DeriveMatrixType();
 }
Пример #13
0
 /// <summary>
 /// Scales the matrix with the specified scalars.
 /// </summary>
 public void Scale(double scaleX, double scaleY, XMatrixOrder order)
 {
   if (order == XMatrixOrder.Append)
   {
     this.m11 *= scaleX;
     this.m12 *= scaleY;
     this.m21 *= scaleX;
     this.m22 *= scaleY;
     this.offsetX *= scaleX;
     this.offsetY *= scaleY;
   }
   else
   {
     this.m11 *= scaleX;
     this.m12 *= scaleX;
     this.m21 *= scaleY;
     this.m22 *= scaleY;
   }
   DeriveMatrixType();
 }
Пример #14
0
 /// <summary>
 /// Translates the matrix with the specified offsets.
 /// </summary>
 public void Translate(double offsetX, double offsetY, XMatrixOrder order)
 {
   if (order == XMatrixOrder.Append)
   {
     this.offsetX += offsetX;
     this.offsetY += offsetY;
   }
   else
   {
     this.offsetX += offsetX * this.m11 + offsetY * this.m21;
     this.offsetY += offsetX * this.m12 + offsetY * this.m22;
   }
   DeriveMatrixType();
 }
Пример #15
0
    /// <summary>
    /// Gets or sets the transformation matrix.
    /// </summary>
    void AddTransform(XMatrix transform, XMatrixOrder order)
    {
      //if (!this.transform.Equals(value))
      {
        XMatrix matrix = this.transform;
        matrix.Multiply(transform, order);
        this.transform = matrix;
        matrix = this.defaultViewMatrix;
        matrix.Multiply(this.transform, XMatrixOrder.Prepend);
#if GDI
        if (this.targetContext == XGraphicTargetContext.GDI)
        {
#if DEBUG
          System.Drawing.Drawing2D.Matrix m = (System.Drawing.Drawing2D.Matrix)matrix;
          this.gfx.Transform = m;
#else
          this.gfx.Transform = (System.Drawing.Drawing2D.Matrix)matrix;
#endif
        }
#endif
#if WPF
        if (this.targetContext == XGraphicTargetContext.WPF)
        {
#if !SILVERLIGHT
          MatrixTransform mt = new MatrixTransform(transform.ToWpfMatrix());
#else
          MatrixTransform mt = new MatrixTransform();
          mt.Matrix = transform.ToWpfMatrix();
#endif
          if (order == XMatrixOrder.Append)
            mt = (MatrixTransform)mt.Inverse;
          this.gsStack.Current.SetTransform(mt);
        }
#endif
        if (this.renderer != null)
          this.renderer.Transform = this.transform;
      }
    }
Пример #16
0
 /// <summary>
 /// Scales the brush with the specified scalars.
 /// </summary>
 public void ScaleTransform(double sx, double sy, XMatrixOrder order)
 {
     _matrix.Scale(sx, sy, order);
 }
 /// <summary>
 /// Rotates the brush with the specified angle.
 /// </summary>
 public void RotateTransform(double angle, XMatrixOrder order)
 {
   this.matrix.Rotate(angle, order);
 }
 /// <summary>
 /// Multiply the brush transformation matrix with the specified matrix.
 /// </summary>
 public void MultiplyTransform(XMatrix matrix, XMatrixOrder order)
 {
   this.matrix.Multiply(matrix, order);
 }
Пример #19
0
 public void AddTransform(XMatrix value, XMatrixOrder matrixOrder)
 {
     _gfxState.AddTransform(value, matrixOrder);
 }
Пример #20
0
    /// <summary>
    /// Scales the matrix with the specified scalars.
    /// </summary>
    public void Scale(double scaleX, double scaleY, XMatrixOrder order)
    {
      // HACK in Scale
      if (this.type == XMatrixTypes.Identity)
        InitIdentity();

      if (order == XMatrixOrder.Append)
      {
        this.m11 *= scaleX;
        this.m12 *= scaleY;
        this.m21 *= scaleX;
        this.m22 *= scaleY;
        this.offsetX *= scaleX;
        this.offsetY *= scaleY;
      }
      else
      {
        this.m11 *= scaleX;
        this.m12 *= scaleX;
        this.m21 *= scaleY;
        this.m22 *= scaleY;
      }
      DeriveMatrixType();
    }
Пример #21
0
        /// <summary>
        /// Multiplies this matrix with the specified matrix.
        /// </summary>
        public void Multiply(XMatrix matrix, XMatrixOrder order)
        {
            if (_type == XMatrixTypes.Identity)
                this = CreateIdentity();

            // Must use properties, the fields can be invalid if the matrix is identity matrix.
            double t11 = M11;
            double t12 = M12;
            double t21 = M21;
            double t22 = M22;
            double tdx = OffsetX;
            double tdy = OffsetY;

            if (order == XMatrixOrder.Append)
            {
                _m11 = t11 * matrix.M11 + t12 * matrix.M21;
                _m12 = t11 * matrix.M12 + t12 * matrix.M22;
                _m21 = t21 * matrix.M11 + t22 * matrix.M21;
                _m22 = t21 * matrix.M12 + t22 * matrix.M22;
                _offsetX = tdx * matrix.M11 + tdy * matrix.M21 + matrix.OffsetX;
                _offsetY = tdx * matrix.M12 + tdy * matrix.M22 + matrix.OffsetY;
            }
            else
            {
                _m11 = t11 * matrix.M11 + t21 * matrix.M12;
                _m12 = t12 * matrix.M11 + t22 * matrix.M12;
                _m21 = t11 * matrix.M21 + t21 * matrix.M22;
                _m22 = t12 * matrix.M21 + t22 * matrix.M22;
                _offsetX = t11 * matrix.OffsetX + t21 * matrix.OffsetY + tdx;
                _offsetY = t12 * matrix.OffsetX + t22 * matrix.OffsetY + tdy;
            }
            DeriveMatrixType();
        }
Пример #22
0
    /// <summary>
    /// Rotates the matrix with the specified angle.
    /// </summary>
    public void Rotate(double angle, XMatrixOrder order)
    {
      // HACK in Rotate
      if (this.type == XMatrixTypes.Identity)
        InitIdentity();

      angle = angle * Calc.Deg2Rad;
      double cos = Math.Cos(angle);
      double sin = Math.Sin(angle);
      if (order == XMatrixOrder.Append)
      {
        double t11 = this.m11;
        double t12 = this.m12;
        double t21 = this.m21;
        double t22 = this.m22;
        double tdx = this.offsetX;
        double tdy = this.offsetY;
        this.m11 = t11 * cos - t12 * sin;
        this.m12 = t11 * sin + t12 * cos;
        this.m21 = t21 * cos - t22 * sin;
        this.m22 = t21 * sin + t22 * cos;
        this.offsetX = tdx * cos - tdy * sin;
        this.offsetY = tdx * sin + tdy * cos;
      }
      else
      {
        double t11 = this.m11;
        double t12 = this.m12;
        double t21 = this.m21;
        double t22 = this.m22;
        this.m11 = t11 * cos + t21 * sin;
        this.m12 = t12 * cos + t22 * sin;
        this.m21 = -t11 * sin + t21 * cos;
        this.m22 = -t12 * sin + t22 * cos;
      }
      DeriveMatrixType();
    }
Пример #23
0
        /// <summary>
        /// Translates the matrix with the specified offsets.
        /// </summary>
        public void Translate(double offsetX, double offsetY, XMatrixOrder order)
        {
            if (_type == XMatrixTypes.Identity)
                this = CreateIdentity();

            if (order == XMatrixOrder.Append)
            {
                _offsetX += offsetX;
                _offsetY += offsetY;
            }
            else
            {
                _offsetX += offsetX * _m11 + offsetY * _m21;
                _offsetY += offsetX * _m12 + offsetY * _m22;
            }
            DeriveMatrixType();
        }
Пример #24
0
    /// <summary>
    /// Shears the matrix with the specified scalars.
    /// </summary>
    public void Shear(double shearX, double shearY, XMatrixOrder order)
    {
      // HACK in Shear
      if (this.type == XMatrixTypes.Identity)
        InitIdentity();

      double t11 = this.m11;
      double t12 = this.m12;
      double t21 = this.m21;
      double t22 = this.m22;
      double tdx = this.offsetX;
      double tdy = this.offsetY;
      if (order == XMatrixOrder.Append)
      {
        this.m11 += shearX * t12;
        this.m12 += shearY * t11;
        this.m21 += shearX * t22;
        this.m22 += shearY * t21;
        this.offsetX += shearX * tdy;
        this.offsetY += shearY * tdx;
      }
      else
      {
        this.m11 += shearY * t21;
        this.m12 += shearY * t22;
        this.m21 += shearX * t11;
        this.m22 += shearX * t12;
      }
      DeriveMatrixType();
    }
Пример #25
0
        /// <summary>
        /// Scales the matrix with the specified scalars.
        /// </summary>
        public void Scale(double scaleX, double scaleY, XMatrixOrder order)
        {
            if (_type == XMatrixTypes.Identity)
                this = CreateIdentity();

            if (order == XMatrixOrder.Append)
            {
                _m11 *= scaleX;
                _m12 *= scaleY;
                _m21 *= scaleX;
                _m22 *= scaleY;
                _offsetX *= scaleX;
                _offsetY *= scaleY;
            }
            else
            {
                _m11 *= scaleX;
                _m12 *= scaleX;
                _m21 *= scaleY;
                _m22 *= scaleY;
            }
            DeriveMatrixType();
        }
Пример #26
0
 /// <summary>
 /// Applies the specified scaling operation to the transformation matrix of this object
 /// in the specified order.
 /// </summary>
 public void ScaleTransform(double scaleXY, XMatrixOrder order)
 {
   //XMatrix matrix = this.transform;
   //matrix.Scale(scaleXY, scaleXY, order);
   //Transform = matrix;
   XMatrix matrix = new XMatrix();  //XMatrix.Identity;
   matrix.ScalePrepend(scaleXY, scaleXY);
   AddTransform(matrix, order);
 }
Пример #27
0
 /// <summary>
 /// Scales the matrix with the specified scalar.
 /// </summary>
 // ReSharper disable InconsistentNaming
 public void Scale(double scaleXY, XMatrixOrder order)
 // ReSharper restore InconsistentNaming
 {
     Scale(scaleXY, scaleXY, order);
 }
Пример #28
0
 /// <summary>
 /// Applies the specified rotation operation to the transformation matrix of this object by 
 /// prepending it to the object's transformation matrix.
 /// </summary>
 public void RotateAtTransform(double angle, XPoint point, XMatrixOrder order)
 {
   //XMatrix matrix = this.transform;
   //matrix.RotateAt(angle, point, order);
   //Transform = matrix;
   XMatrix matrix = new XMatrix();  //XMatrix.Identity;
   matrix.RotateAtPrepend(angle, point);
   AddTransform(matrix, order);
 }
Пример #29
0
        /// <summary>
        /// Rotates the matrix with the specified angle.
        /// </summary>
        public void Rotate(double angle, XMatrixOrder order)
        {
            if (_type == XMatrixTypes.Identity)
                this = CreateIdentity();

            angle = angle * Const.Deg2Rad;
            double cos = Math.Cos(angle);
            double sin = Math.Sin(angle);
            if (order == XMatrixOrder.Append)
            {
                double t11 = _m11;
                double t12 = _m12;
                double t21 = _m21;
                double t22 = _m22;
                double tdx = _offsetX;
                double tdy = _offsetY;
                _m11 = t11 * cos - t12 * sin;
                _m12 = t11 * sin + t12 * cos;
                _m21 = t21 * cos - t22 * sin;
                _m22 = t21 * sin + t22 * cos;
                _offsetX = tdx * cos - tdy * sin;
                _offsetY = tdx * sin + tdy * cos;
            }
            else
            {
                double t11 = _m11;
                double t12 = _m12;
                double t21 = _m21;
                double t22 = _m22;
                _m11 = t11 * cos + t21 * sin;
                _m12 = t12 * cos + t22 * sin;
                _m21 = -t11 * sin + t21 * cos;
                _m22 = -t12 * sin + t22 * cos;
            }
            DeriveMatrixType();
        }
Пример #30
0
 /// <summary>
 /// Multiplies the transformation matrix of this object and specified matrix in the specified order.
 /// </summary>
 public void MultiplyTransform(XMatrix matrix, XMatrixOrder order)
 {
   //XMatrix matrix2 = this.transform;
   //matrix2.Multiply(matrix, order);
   //Transform = matrix2;
   XMatrix matrix2 = new XMatrix();  //XMatrix.Identity;
   matrix2.Prepend(matrix);
   AddTransform(matrix2, order);
 }
Пример #31
0
        /// <summary>
        /// Rotates the matrix with the specified angle at the specified point.
        /// </summary>
        public void RotateAt(double angle, XPoint point, XMatrixOrder order)
        {
            if (order == XMatrixOrder.Append)
            {
                angle = angle % 360.0;
                this *= CreateRotationRadians(angle * Const.Deg2Rad, point.X, point.Y);

                //Translate(point.X, point.Y, order);
                //Rotate(angle, order);
                //Translate(-point.X, -point.Y, order);
            }
            else
            {
                angle = angle % 360.0;
                this = CreateRotationRadians(angle * Const.Deg2Rad, point.X, point.Y) * this;
            }
            DeriveMatrixType();
        }
Пример #32
0
 /// <summary>
 /// Modifies the current transformation matrix.
 /// </summary>
 public void MultiplyTransform(XMatrix matrix, XMatrixOrder order)
 {
   if (!matrix.IsIdentity)
   {
     this.MustRealizeCtm = true;
     this.unrealizedCtm.Multiply(matrix, order);
   }
 }
Пример #33
0
        /// <summary>
        /// Shears the matrix with the specified scalars.
        /// </summary>
        public void Shear(double shearX, double shearY, XMatrixOrder order)
        {
            if (_type == XMatrixTypes.Identity)
                this = CreateIdentity();

            double t11 = _m11;
            double t12 = _m12;
            double t21 = _m21;
            double t22 = _m22;
            double tdx = _offsetX;
            double tdy = _offsetY;
            if (order == XMatrixOrder.Append)
            {
                _m11 += shearX * t12;
                _m12 += shearY * t11;
                _m21 += shearX * t22;
                _m22 += shearY * t21;
                _offsetX += shearX * tdy;
                _offsetY += shearY * tdx;
            }
            else
            {
                _m11 += shearY * t21;
                _m12 += shearY * t22;
                _m21 += shearX * t11;
                _m22 += shearX * t12;
            }
            DeriveMatrixType();
        }
Пример #34
0
 /// <summary>
 /// Rotates the brush with the specified angle.
 /// </summary>
 public void RotateTransform(double angle, XMatrixOrder order)
 {
     _matrix.Rotate(angle, order);
 }
Пример #35
0
    /// <summary>
    /// Multiplies this matrix with the specified matrix.
    /// </summary>
    public void Multiply(XMatrix matrix, XMatrixOrder order)
    {
      // HACK in Multiply
      if (this.type == XMatrixTypes.Identity)
        InitIdentity();

      // Must use properties, the fields can be invalid if the matrix is identity matrix.
      double t11 = M11;
      double t12 = M12;
      double t21 = M21;
      double t22 = M22;
      double tdx = OffsetX;
      double tdy = OffsetY;

      if (order == XMatrixOrder.Append)
      {
        this.m11 = t11 * matrix.M11 + t12 * matrix.M21;
        this.m12 = t11 * matrix.M12 + t12 * matrix.M22;
        this.m21 = t21 * matrix.M11 + t22 * matrix.M21;
        this.m22 = t21 * matrix.M12 + t22 * matrix.M22;
        this.offsetX = tdx * matrix.M11 + tdy * matrix.M21 + matrix.OffsetX;
        this.offsetY = tdx * matrix.M12 + tdy * matrix.M22 + matrix.OffsetY;
      }
      else
      {
        this.m11 = t11 * matrix.M11 + t21 * matrix.M12;
        this.m12 = t12 * matrix.M11 + t22 * matrix.M12;
        this.m21 = t11 * matrix.M21 + t21 * matrix.M22;
        this.m22 = t12 * matrix.M21 + t22 * matrix.M22;
        this.offsetX = t11 * matrix.OffsetX + t21 * matrix.OffsetY + tdx;
        this.offsetY = t12 * matrix.OffsetX + t22 * matrix.OffsetY + tdy;
      }
      DeriveMatrixType();
    }
Пример #36
0
 /// <summary>
 /// Translates the brush with the specified offset.
 /// </summary>
 public void TranslateTransform(double dx, double dy, XMatrixOrder order)
 {
     _matrix.Translate(dx, dy, order);
 }
Пример #37
0
 public void AddTransform(XMatrix transform, XMatrixOrder matrixOrder)
 {
 }