Пример #1
0
void Matrix4::mapRect(Rect& r) const {
    if (isIdentity()) return;

    if (isSimple()) {
        MUL_ADD_STORE(r.left, data[kScaleX], data[kTranslateX]);
        MUL_ADD_STORE(r.right, data[kScaleX], data[kTranslateX]);
        MUL_ADD_STORE(r.top, data[kScaleY], data[kTranslateY]);
        MUL_ADD_STORE(r.bottom, data[kScaleY], data[kTranslateY]);

        if (r.left > r.right) {
            float x = r.left;
            r.left = r.right;
            r.right = x;
        }

        if (r.top > r.bottom) {
            float y = r.top;
            r.top = r.bottom;
            r.bottom = y;
        }

        return;
    }

    float vertices[] = {
        r.left, r.top,
        r.right, r.top,
        r.right, r.bottom,
        r.left, r.bottom
    };

    float x, y, z;

    for (int i = 0; i < 8; i+= 2) {
        float px = vertices[i];
        float py = vertices[i + 1];

        x = px * data[kScaleX] + py * data[kSkewX] + data[kTranslateX];
        y = px * data[kSkewY] + py * data[kScaleY] + data[kTranslateY];
        z = px * data[kPerspective0] + py * data[kPerspective1] + data[kPerspective2];
        if (z) z = 1.0f / z;

        vertices[i] = x * z;
        vertices[i + 1] = y * z;
    }

    r.left = r.right = vertices[0];
    r.top = r.bottom = vertices[1];

    for (int i = 2; i < 8; i += 2) {
        x = vertices[i];
        y = vertices[i + 1];

        if (x < r.left) r.left = x;
        else if (x > r.right) r.right = x;
        if (y < r.top) r.top = y;
        else if (y > r.bottom) r.bottom = y;
    }
}
Пример #2
0
void Matrix4::mapPoint(float& x, float& y) const {
    if (isSimple()) {
        MUL_ADD_STORE(x, data[kScaleX], data[kTranslateX]);
        MUL_ADD_STORE(y, data[kScaleY], data[kTranslateY]);
        return;
    }

    float dx = x * data[kScaleX] + y * data[kSkewX] + data[kTranslateX];
    float dy = x * data[kSkewY] + y * data[kScaleY] + data[kTranslateY];
    float dz = x * data[kPerspective0] + y * data[kPerspective1] + data[kPerspective2];
    if (dz) dz = 1.0f / dz;

    x = dx * dz;
    y = dy * dz;
}