/// <summary> /// Return the composition T2 o T1 of two transformations, T1 and T2. /// <remarks>Note the order: In the composition, T1 is performed first, then T2 afterwards!</remarks> /// <returns>The composite transform. </returns> /// </summary> public static AffineTransform2 operator *(AffineTransform2 T1, AffineTransform2 T2) { AffineTransform2 S = new AffineTransform2(); S.mat = MatrixProduct(T1.mat, T2.mat); return(S); }
/// <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> /// Construct a translation that displaces any point by the amount specified by the vector "v" /// <param name="v">The displacement vector</param> /// <returns>The translation transform. </returns> /// </summary> public static AffineTransform2 Translate(Vector v) { AffineTransform2 T = new AffineTransform2(); T.mat[0, 2] = v.X; T.mat[1, 2] = v.Y; return(T); }
/// <summary> /// Return the inverse of this transformation, if it's invertible. /// <returns>The inverse transform. </returns> /// </summary> public AffineTransform2 InverseTransform() { double[,] m = MatrixInverse(mat); AffineTransform2 T = new AffineTransform2(); T.mat = m; return(T); }
/// <summary> /// Construct a rotation by amount "angle" around the point "p". The resulting transformation leaves "p" unmoved. /// <param name="p">The center point for the rotation.</param> /// <param name="angle">The rotation angle, in radians.</param> /// <returns>The rotation transform. </returns> /// </summary> public static AffineTransform2 RotateAboutPoint(Point p, double angle) { Point origin = new Point(); AffineTransform2 T1 = Translate(origin - p); AffineTransform2 T2 = RotateXY(angle); AffineTransform2 T3 = Translate(p - origin); return(T3 * T2 * T1); }
/// <summary> /// Construct a scaling transformation of the form (x, y) -> (ax, by) /// <param name="xamount">The multiplier for x-coordinates.</param> /// <param name="yamount">The multiplier for y-coordinates.</param> /// <returns>The scaling transform. </returns> /// </summary> public static AffineTransform2 AxisScale(double xamount, double yamount) { AffineTransform2 T = new AffineTransform2(); T.mat[0, 0] = xamount; T.mat[1, 1] = yamount; T.mat[2, 2] = 1.0d; return(T); }
/// <summary> /// Given a point p and linearly independent vectors v1 and v2, build the unique transformation taking p to q, 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 PointsAndVectorToPointsAndVector( Point p1, Point p2, Vector v1, Point q1, Point q2, Vector w1) { Vector v2 = p2 - p1; Vector w2 = q2 - q1; return(AffineTransform2.PointAndVectorsToPointAndVectors(p1, v1, v2, q1, w1, w2)); }
/// <summary> /// Construct a scaling transformation of the form (x, y) -> (ax, by) /// <param name="xamount">The multiplier for x-coordinates.</param> /// <param name="yamount">The multiplier for y-coordinates.</param> /// <returns>The scaling transform. </returns> /// <remarks>Note that if the two scale amounts are equal, the transformation has no effect, when regarded in homogeneous coordinates. </remarks> /// </summary> public static ProjectiveTransform2 AxisScale(double xamount, double yamount) { AffineTransform2 T = AffineTransform2.AxisScale(xamount, yamount); ProjectiveTransform2 T2 = new ProjectiveTransform2(); T2.mat = T.mat; T.mat = null; return(T2); }
/// <summary> /// Construct a translation that displaces the Point p to the Point q /// <param name="P">A point that will be translated.</param> /// <param name="Q">The point where P will end up after translation.</param> /// <returns>The translation transform. </returns> /// </summary> public static ProjectiveTransform2 Translate(Point p, Point q) { AffineTransform2 T = AffineTransform2.Translate(p, q); ProjectiveTransform2 T2 = new ProjectiveTransform2(); T2.mat = T.mat; T.mat = null; return(T2); }
/// <summary> /// Construct a translation that displaces any point by the amount specified by the vector "v" /// <param name="v">The displacement vector</param> /// <returns>The translation transform. </returns> /// </summary> public static ProjectiveTransform2 Translate(Vector v) { AffineTransform2 T = AffineTransform2.Translate(v); ProjectiveTransform2 T2 = new ProjectiveTransform2(); T2.mat = T.mat; T.mat = null; return(T2); }
/// <summary> /// Construct a rotation that moves the positive X-axis towards the postive Y-axis by an amount "angle". /// <param name="angle">The rotation amount, in radians</param> /// </summary> public static ProjectiveTransform2 RotateXY(double angle) { AffineTransform2 T = AffineTransform2.RotateXY(angle); ProjectiveTransform2 T2 = new ProjectiveTransform2(); T2.mat = T.mat; T.mat = null; return(T2); }
/// <summary> /// Construct a rotation that moves the positive X-axis towards the postive Y-axis by an amount "angle". /// <param name="angle">The rotation amount, in radians</param> /// </summary> public static AffineTransform2 RotateXY(double angle) { AffineTransform2 T = new AffineTransform2(); 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 the unique transformation taking three independent points to any three other points. /// <param name="p1">The 1st point to be moved</param> /// <param name="p2">The 2nd point to be moved</param> /// <param name="p3">The 3rd point to be moved</param> /// <param name="q1">The point to which p1 will be moved</param> /// <param name="q2">The point to which p2 will be moved</param> /// <param name="q3">The point to which p3 will be moved</param> /// <returns>The affine transform. </returns> /// </summary> public static AffineTransform2 PointsToPoints( Point p1, Point p2, Point p3, Point q1, Point q2, Point q3) { Vector v1 = p2 - p1; Vector v2 = p3 - p1; Vector w1 = q2 - q1; Vector w2 = q3 - q1; return(AffineTransform2.PointAndVectorsToPointAndVectors(p1, v1, v2, q1, w1, w2)); }
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"); }