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0382578602
2001-11-07 changes to use the new intersector code. These files are licensed under the LGPL. a=brendan@mozilla.org
93 lines
2.4 KiB
C
93 lines
2.4 KiB
C
/* Libart_LGPL - library of basic graphic primitives
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* Copyright (C) 1998 Raph Levien
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/* Basic constructors and operations for bezier paths */
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#include <math.h>
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#include "art_misc.h"
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#include "art_bpath.h"
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/**
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* art_bpath_affine_transform: Affine transform an #ArtBpath.
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* @src: The source #ArtBpath.
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* @matrix: The affine transform.
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*
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* Affine transform the bezpath, returning a newly allocated #ArtBpath
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* (allocated using art_alloc()).
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*
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* Result (x', y') = (matrix[0] * x + matrix[2] * y + matrix[4],
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* matrix[1] * x + matrix[3] * y + matrix[5])
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*
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* Return value: the transformed #ArtBpath.
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**/
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ArtBpath *
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art_bpath_affine_transform (const ArtBpath *src, const double matrix[6])
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{
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int i;
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int size;
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ArtBpath *new;
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ArtPathcode code;
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double x, y;
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for (i = 0; src[i].code != ART_END; i++);
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size = i;
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new = art_new (ArtBpath, size + 1);
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for (i = 0; i < size; i++)
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{
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code = src[i].code;
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new[i].code = code;
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if (code == ART_CURVETO)
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{
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x = src[i].x1;
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y = src[i].y1;
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new[i].x1 = matrix[0] * x + matrix[2] * y + matrix[4];
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new[i].y1 = matrix[1] * x + matrix[3] * y + matrix[5];
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x = src[i].x2;
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y = src[i].y2;
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new[i].x2 = matrix[0] * x + matrix[2] * y + matrix[4];
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new[i].y2 = matrix[1] * x + matrix[3] * y + matrix[5];
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}
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else
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{
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new[i].x1 = 0;
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new[i].y1 = 0;
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new[i].x2 = 0;
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new[i].y2 = 0;
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}
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x = src[i].x3;
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y = src[i].y3;
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new[i].x3 = matrix[0] * x + matrix[2] * y + matrix[4];
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new[i].y3 = matrix[1] * x + matrix[3] * y + matrix[5];
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}
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new[i].code = ART_END;
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new[i].x1 = 0;
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new[i].y1 = 0;
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new[i].x2 = 0;
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new[i].y2 = 0;
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new[i].x3 = 0;
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new[i].y3 = 0;
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return new;
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}
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