aboutsummaryrefslogtreecommitdiffstats
path: root/contrib/python/matplotlib/py2/extern/agg24-svn/include/agg_trans_perspective.h
diff options
context:
space:
mode:
authormaxim-yurchuk <maxim-yurchuk@yandex-team.com>2024-10-09 12:29:46 +0300
committermaxim-yurchuk <maxim-yurchuk@yandex-team.com>2024-10-09 13:14:22 +0300
commit9731d8a4bb7ee2cc8554eaf133bb85498a4c7d80 (patch)
treea8fb3181d5947c0d78cf402aa56e686130179049 /contrib/python/matplotlib/py2/extern/agg24-svn/include/agg_trans_perspective.h
parenta44b779cd359f06c3ebbef4ec98c6b38609d9d85 (diff)
downloadydb-9731d8a4bb7ee2cc8554eaf133bb85498a4c7d80.tar.gz
publishFullContrib: true for ydb
<HIDDEN_URL> commit_hash:c82a80ac4594723cebf2c7387dec9c60217f603e
Diffstat (limited to 'contrib/python/matplotlib/py2/extern/agg24-svn/include/agg_trans_perspective.h')
-rw-r--r--contrib/python/matplotlib/py2/extern/agg24-svn/include/agg_trans_perspective.h731
1 files changed, 731 insertions, 0 deletions
diff --git a/contrib/python/matplotlib/py2/extern/agg24-svn/include/agg_trans_perspective.h b/contrib/python/matplotlib/py2/extern/agg24-svn/include/agg_trans_perspective.h
new file mode 100644
index 0000000000..7d4aa26c79
--- /dev/null
+++ b/contrib/python/matplotlib/py2/extern/agg24-svn/include/agg_trans_perspective.h
@@ -0,0 +1,731 @@
+//----------------------------------------------------------------------------
+// Anti-Grain Geometry - Version 2.4
+// Copyright (C) 2002-2005 Maxim Shemanarev (http://www.antigrain.com)
+//
+// Permission to copy, use, modify, sell and distribute this software
+// is granted provided this copyright notice appears in all copies.
+// This software is provided "as is" without express or implied
+// warranty, and with no claim as to its suitability for any purpose.
+//
+//----------------------------------------------------------------------------
+// Contact: mcseem@antigrain.com
+// mcseemagg@yahoo.com
+// http://www.antigrain.com
+//----------------------------------------------------------------------------
+//
+// Perspective 2D transformations
+//
+//----------------------------------------------------------------------------
+#ifndef AGG_TRANS_PERSPECTIVE_INCLUDED
+#define AGG_TRANS_PERSPECTIVE_INCLUDED
+
+#include "agg_trans_affine.h"
+
+namespace agg
+{
+ //=======================================================trans_perspective
+ struct trans_perspective
+ {
+ double sx, shy, w0, shx, sy, w1, tx, ty, w2;
+
+ //------------------------------------------------------- Construction
+ // Identity matrix
+ trans_perspective() :
+ sx (1), shy(0), w0(0),
+ shx(0), sy (1), w1(0),
+ tx (0), ty (0), w2(1) {}
+
+ // Custom matrix
+ trans_perspective(double v0, double v1, double v2,
+ double v3, double v4, double v5,
+ double v6, double v7, double v8) :
+ sx (v0), shy(v1), w0(v2),
+ shx(v3), sy (v4), w1(v5),
+ tx (v6), ty (v7), w2(v8) {}
+
+ // Custom matrix from m[9]
+ explicit trans_perspective(const double* m) :
+ sx (m[0]), shy(m[1]), w0(m[2]),
+ shx(m[3]), sy (m[4]), w1(m[5]),
+ tx (m[6]), ty (m[7]), w2(m[8]) {}
+
+ // From affine
+ explicit trans_perspective(const trans_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) {}
+
+ // Rectangle to quadrilateral
+ trans_perspective(double x1, double y1, double x2, double y2,
+ const double* quad);
+
+ // Quadrilateral to rectangle
+ trans_perspective(const double* quad,
+ double x1, double y1, double x2, double y2);
+
+ // Arbitrary quadrilateral transformations
+ trans_perspective(const double* src, const double* dst);
+
+ //-------------------------------------- Quadrilateral transformations
+ // The arguments are double[8] that are mapped to quadrilaterals:
+ // x1,y1, x2,y2, x3,y3, x4,y4
+ bool quad_to_quad(const double* qs, const double* qd);
+
+ bool rect_to_quad(double x1, double y1,
+ double x2, double y2,
+ const double* q);
+
+ bool quad_to_rect(const double* q,
+ double x1, double y1,
+ double x2, double y2);
+
+ // Map square (0,0,1,1) to the quadrilateral and vice versa
+ bool square_to_quad(const double* q);
+ bool quad_to_square(const double* q);
+
+
+ //--------------------------------------------------------- Operations
+ // Reset - load an identity matrix
+ const trans_perspective& reset();
+
+ // Invert matrix. Returns false in degenerate case
+ bool invert();
+
+ // Direct transformations operations
+ const trans_perspective& translate(double x, double y);
+ const trans_perspective& rotate(double a);
+ const trans_perspective& scale(double s);
+ const trans_perspective& scale(double x, double y);
+
+ // Multiply the matrix by another one
+ const trans_perspective& multiply(const trans_perspective& m);
+
+ // Multiply "m" by "this" and assign the result to "this"
+ const trans_perspective& premultiply(const trans_perspective& m);
+
+ // Multiply matrix to inverse of another one
+ const trans_perspective& multiply_inv(const trans_perspective& m);
+
+ // Multiply inverse of "m" by "this" and assign the result to "this"
+ const trans_perspective& premultiply_inv(const trans_perspective& m);
+
+ // Multiply the matrix by another one
+ const trans_perspective& multiply(const trans_affine& m);
+
+ // Multiply "m" by "this" and assign the result to "this"
+ const trans_perspective& premultiply(const trans_affine& m);
+
+ // Multiply the matrix by inverse of another one
+ const trans_perspective& multiply_inv(const trans_affine& m);
+
+ // Multiply inverse of "m" by "this" and assign the result to "this"
+ const trans_perspective& premultiply_inv(const trans_affine& m);
+
+ //--------------------------------------------------------- Load/Store
+ void store_to(double* m) const;
+ const trans_perspective& load_from(const double* m);
+
+ //---------------------------------------------------------- Operators
+ // Multiply the matrix by another one
+ const trans_perspective& operator *= (const trans_perspective& m)
+ {
+ return multiply(m);
+ }
+ const trans_perspective& operator *= (const trans_affine& m)
+ {
+ return multiply(m);
+ }
+
+ // Multiply the matrix by inverse of another one
+ const trans_perspective& operator /= (const trans_perspective& m)
+ {
+ return multiply_inv(m);
+ }
+ const trans_perspective& operator /= (const trans_affine& m)
+ {
+ return multiply_inv(m);
+ }
+
+ // Multiply the matrix by another one and return
+ // the result in a separete matrix.
+ trans_perspective operator * (const trans_perspective& m) const
+ {
+ return trans_perspective(*this).multiply(m);
+ }
+ trans_perspective operator * (const trans_affine& m) const
+ {
+ return trans_perspective(*this).multiply(m);
+ }
+
+ // Multiply the matrix by inverse of another one
+ // and return the result in a separete matrix.
+ trans_perspective operator / (const trans_perspective& m) const
+ {
+ return trans_perspective(*this).multiply_inv(m);
+ }
+ trans_perspective operator / (const trans_affine& m) const
+ {
+ return trans_perspective(*this).multiply_inv(m);
+ }
+
+ // Calculate and return the inverse matrix
+ trans_perspective operator ~ () const
+ {
+ trans_perspective ret = *this;
+ ret.invert();
+ return ret;
+ }
+
+ // Equal operator with default epsilon
+ bool operator == (const trans_perspective& m) const
+ {
+ return is_equal(m, affine_epsilon);
+ }
+
+ // Not Equal operator with default epsilon
+ bool operator != (const trans_perspective& m) const
+ {
+ return !is_equal(m, affine_epsilon);
+ }
+
+ //---------------------------------------------------- Transformations
+ // Direct transformation of x and y
+ void transform(double* x, double* y) const;
+
+ // Direct transformation of x and y, affine part only
+ void transform_affine(double* x, double* y) const;
+
+ // Direct transformation of x and y, 2x2 matrix only, no translation
+ void transform_2x2(double* x, double* y) const;
+
+ // Inverse transformation of x and y. It works slow because
+ // it explicitly inverts the matrix on every call. For massive
+ // operations it's better to invert() the matrix and then use
+ // direct transformations.
+ void inverse_transform(double* x, double* y) const;
+
+
+ //---------------------------------------------------------- Auxiliary
+ const trans_perspective& from_affine(const trans_affine& a);
+ double determinant() const;
+ double determinant_reciprocal() const;
+
+ bool is_valid(double epsilon = affine_epsilon) const;
+ bool is_identity(double epsilon = affine_epsilon) const;
+ bool is_equal(const trans_perspective& m,
+ double epsilon = affine_epsilon) const;
+
+ // Determine the major affine parameters. Use with caution
+ // considering possible degenerate cases.
+ double scale() const;
+ double rotation() const;
+ void translation(double* dx, double* dy) const;
+ void scaling(double* x, double* y) const;
+ void scaling_abs(double* x, double* y) const;
+
+
+
+ //--------------------------------------------------------------------
+ class iterator_x
+ {
+ double den;
+ double den_step;
+ double nom_x;
+ double nom_x_step;
+ double nom_y;
+ double nom_y_step;
+
+ public:
+ double x;
+ double y;
+
+ iterator_x() {}
+ iterator_x(double px, double py, double step, const trans_perspective& m) :
+ den(px * m.w0 + py * m.w1 + m.w2),
+ den_step(m.w0 * step),
+ nom_x(px * m.sx + py * m.shx + m.tx),
+ nom_x_step(step * m.sx),
+ nom_y(px * m.shy + py * m.sy + m.ty),
+ nom_y_step(step * m.shy),
+ x(nom_x / den),
+ y(nom_y / den)
+ {}
+
+ void operator ++ ()
+ {
+ den += den_step;
+ nom_x += nom_x_step;
+ nom_y += nom_y_step;
+ double d = 1.0 / den;
+ x = nom_x * d;
+ y = nom_y * d;
+ }
+ };
+
+ //--------------------------------------------------------------------
+ iterator_x begin(double x, double y, double step) const
+ {
+ return iterator_x(x, y, step, *this);
+ }
+ };
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ //------------------------------------------------------------------------
+ inline bool trans_perspective::square_to_quad(const double* q)
+ {
+ double dx = q[0] - q[2] + q[4] - q[6];
+ double dy = q[1] - q[3] + q[5] - q[7];
+ if(dx == 0.0 && dy == 0.0)
+ {
+ // Affine case (parallelogram)
+ //---------------
+ sx = q[2] - q[0];
+ shy = q[3] - q[1];
+ w0 = 0.0;
+ shx = q[4] - q[2];
+ sy = q[5] - q[3];
+ w1 = 0.0;
+ tx = q[0];
+ ty = q[1];
+ w2 = 1.0;
+ }
+ else
+ {
+ double dx1 = q[2] - q[4];
+ double dy1 = q[3] - q[5];
+ double dx2 = q[6] - q[4];
+ double dy2 = q[7] - q[5];
+ double den = dx1 * dy2 - dx2 * dy1;
+ if(den == 0.0)
+ {
+ // Singular case
+ //---------------
+ sx = shy = w0 = shx = sy = w1 = tx = ty = w2 = 0.0;
+ return false;
+ }
+ // General case
+ //---------------
+ double u = (dx * dy2 - dy * dx2) / den;
+ double v = (dy * dx1 - dx * dy1) / den;
+ sx = q[2] - q[0] + u * q[2];
+ shy = q[3] - q[1] + u * q[3];
+ w0 = u;
+ shx = q[6] - q[0] + v * q[6];
+ sy = q[7] - q[1] + v * q[7];
+ w1 = v;
+ tx = q[0];
+ ty = q[1];
+ w2 = 1.0;
+ }
+ return true;
+ }
+
+ //------------------------------------------------------------------------
+ inline bool trans_perspective::invert()
+ {
+ double d0 = sy * w2 - w1 * ty;
+ double d1 = w0 * ty - shy * w2;
+ double d2 = shy * w1 - w0 * sy;
+ double d = sx * d0 + shx * d1 + tx * d2;
+ if(d == 0.0)
+ {
+ sx = shy = w0 = shx = sy = w1 = tx = ty = w2 = 0.0;
+ return false;
+ }
+ d = 1.0 / d;
+ trans_perspective a = *this;
+ sx = d * d0;
+ shy = d * d1;
+ w0 = d * d2;
+ shx = d * (a.w1 *a.tx - a.shx*a.w2);
+ sy = d * (a.sx *a.w2 - a.w0 *a.tx);
+ w1 = d * (a.w0 *a.shx - a.sx *a.w1);
+ tx = d * (a.shx*a.ty - a.sy *a.tx);
+ ty = d * (a.shy*a.tx - a.sx *a.ty);
+ w2 = d * (a.sx *a.sy - a.shy*a.shx);
+ return true;
+ }
+
+ //------------------------------------------------------------------------
+ inline bool trans_perspective::quad_to_square(const double* q)
+ {
+ if(!square_to_quad(q)) return false;
+ invert();
+ return true;
+ }
+
+ //------------------------------------------------------------------------
+ inline bool trans_perspective::quad_to_quad(const double* qs,
+ const double* qd)
+ {
+ trans_perspective p;
+ if(! quad_to_square(qs)) return false;
+ if(!p.square_to_quad(qd)) return false;
+ multiply(p);
+ return true;
+ }
+
+ //------------------------------------------------------------------------
+ inline bool trans_perspective::rect_to_quad(double x1, double y1,
+ double x2, double y2,
+ const double* q)
+ {
+ double r[8];
+ r[0] = r[6] = x1;
+ r[2] = r[4] = x2;
+ r[1] = r[3] = y1;
+ r[5] = r[7] = y2;
+ return quad_to_quad(r, q);
+ }
+
+ //------------------------------------------------------------------------
+ inline bool trans_perspective::quad_to_rect(const double* q,
+ double x1, double y1,
+ double x2, double y2)
+ {
+ double r[8];
+ r[0] = r[6] = x1;
+ r[2] = r[4] = x2;
+ r[1] = r[3] = y1;
+ r[5] = r[7] = y2;
+ return quad_to_quad(q, r);
+ }
+
+ //------------------------------------------------------------------------
+ inline trans_perspective::trans_perspective(double x1, double y1,
+ double x2, double y2,
+ const double* quad)
+ {
+ rect_to_quad(x1, y1, x2, y2, quad);
+ }
+
+ //------------------------------------------------------------------------
+ inline trans_perspective::trans_perspective(const double* quad,
+ double x1, double y1,
+ double x2, double y2)
+ {
+ quad_to_rect(quad, x1, y1, x2, y2);
+ }
+
+ //------------------------------------------------------------------------
+ inline trans_perspective::trans_perspective(const double* src,
+ const double* dst)
+ {
+ quad_to_quad(src, dst);
+ }
+
+ //------------------------------------------------------------------------
+ inline const trans_perspective& trans_perspective::reset()
+ {
+ sx = 1; shy = 0; w0 = 0;
+ shx = 0; sy = 1; w1 = 0;
+ tx = 0; ty = 0; w2 = 1;
+ return *this;
+ }
+
+ //------------------------------------------------------------------------
+ inline const trans_perspective&
+ trans_perspective::multiply(const trans_perspective& a)
+ {
+ trans_perspective b = *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;
+ w0 = a.w0 *b.sx + a.w1 *b.shy + a.w2*b.w0;
+ w1 = a.w0 *b.shx + a.w1 *b.sy + a.w2*b.w1;
+ w2 = a.w0 *b.tx + a.w1 *b.ty + a.w2*b.w2;
+ return *this;
+ }
+
+ //------------------------------------------------------------------------
+ inline const trans_perspective&
+ trans_perspective::multiply(const trans_affine& a)
+ {
+ trans_perspective b = *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;
+ }
+
+ //------------------------------------------------------------------------
+ inline const trans_perspective&
+ trans_perspective::premultiply(const trans_perspective& b)
+ {
+ trans_perspective a = *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;
+ w0 = a.w0 *b.sx + a.w1 *b.shy + a.w2*b.w0;
+ w1 = a.w0 *b.shx + a.w1 *b.sy + a.w2*b.w1;
+ w2 = a.w0 *b.tx + a.w1 *b.ty + a.w2*b.w2;
+ return *this;
+ }
+
+ //------------------------------------------------------------------------
+ inline const trans_perspective&
+ trans_perspective::premultiply(const trans_affine& b)
+ {
+ trans_perspective a = *this;
+ sx = a.sx *b.sx + a.shx*b.shy;
+ shx = a.sx *b.shx + a.shx*b.sy;
+ tx = a.sx *b.tx + a.shx*b.ty + a.tx;
+ shy = a.shy*b.sx + a.sy *b.shy;
+ sy = a.shy*b.shx + a.sy *b.sy;
+ ty = a.shy*b.tx + a.sy *b.ty + a.ty;
+ w0 = a.w0 *b.sx + a.w1 *b.shy;
+ w1 = a.w0 *b.shx + a.w1 *b.sy;
+ w2 = a.w0 *b.tx + a.w1 *b.ty + a.w2;
+ return *this;
+ }
+
+ //------------------------------------------------------------------------
+ const trans_perspective&
+ trans_perspective::multiply_inv(const trans_perspective& m)
+ {
+ trans_perspective t = m;
+ t.invert();
+ return multiply(t);
+ }
+
+ //------------------------------------------------------------------------
+ const trans_perspective&
+ trans_perspective::multiply_inv(const trans_affine& m)
+ {
+ trans_affine t = m;
+ t.invert();
+ return multiply(t);
+ }
+
+ //------------------------------------------------------------------------
+ const trans_perspective&
+ trans_perspective::premultiply_inv(const trans_perspective& m)
+ {
+ trans_perspective t = m;
+ t.invert();
+ return *this = t.multiply(*this);
+ }
+
+ //------------------------------------------------------------------------
+ const trans_perspective&
+ trans_perspective::premultiply_inv(const trans_affine& m)
+ {
+ trans_perspective t(m);
+ t.invert();
+ return *this = t.multiply(*this);
+ }
+
+ //------------------------------------------------------------------------
+ inline const trans_perspective&
+ trans_perspective::translate(double x, double y)
+ {
+ tx += x;
+ ty += y;
+ return *this;
+ }
+
+ //------------------------------------------------------------------------
+ inline const trans_perspective& trans_perspective::rotate(double a)
+ {
+ multiply(trans_affine_rotation(a));
+ return *this;
+ }
+
+ //------------------------------------------------------------------------
+ inline const trans_perspective& trans_perspective::scale(double s)
+ {
+ multiply(trans_affine_scaling(s));
+ return *this;
+ }
+
+ //------------------------------------------------------------------------
+ inline const trans_perspective& trans_perspective::scale(double x, double y)
+ {
+ multiply(trans_affine_scaling(x, y));
+ return *this;
+ }
+
+ //------------------------------------------------------------------------
+ inline void trans_perspective::transform(double* px, double* py) const
+ {
+ double x = *px;
+ double y = *py;
+ double m = 1.0 / (x*w0 + y*w1 + w2);
+ *px = m * (x*sx + y*shx + tx);
+ *py = m * (x*shy + y*sy + ty);
+ }
+
+ //------------------------------------------------------------------------
+ inline void trans_perspective::transform_affine(double* x, double* y) const
+ {
+ double tmp = *x;
+ *x = tmp * sx + *y * shx + tx;
+ *y = tmp * shy + *y * sy + ty;
+ }
+
+ //------------------------------------------------------------------------
+ inline void trans_perspective::transform_2x2(double* x, double* y) const
+ {
+ double tmp = *x;
+ *x = tmp * sx + *y * shx;
+ *y = tmp * shy + *y * sy;
+ }
+
+ //------------------------------------------------------------------------
+ inline void trans_perspective::inverse_transform(double* x, double* y) const
+ {
+ trans_perspective t(*this);
+ if(t.invert()) t.transform(x, y);
+ }
+
+ //------------------------------------------------------------------------
+ inline void trans_perspective::store_to(double* m) const
+ {
+ *m++ = sx; *m++ = shy; *m++ = w0;
+ *m++ = shx; *m++ = sy; *m++ = w1;
+ *m++ = tx; *m++ = ty; *m++ = w2;
+ }
+
+ //------------------------------------------------------------------------
+ inline const trans_perspective& trans_perspective::load_from(const double* m)
+ {
+ sx = *m++; shy = *m++; w0 = *m++;
+ shx = *m++; sy = *m++; w1 = *m++;
+ tx = *m++; ty = *m++; w2 = *m++;
+ return *this;
+ }
+
+ //------------------------------------------------------------------------
+ inline const trans_perspective&
+ trans_perspective::from_affine(const trans_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;
+ }
+
+ //------------------------------------------------------------------------
+ inline double trans_perspective::determinant() const
+ {
+ return sx * (sy * w2 - ty * w1) +
+ shx * (ty * w0 - shy * w2) +
+ tx * (shy * w1 - sy * w0);
+ }
+
+ //------------------------------------------------------------------------
+ inline double trans_perspective::determinant_reciprocal() const
+ {
+ return 1.0 / determinant();
+ }
+
+ //------------------------------------------------------------------------
+ inline bool trans_perspective::is_valid(double epsilon) const
+ {
+ return fabs(sx) > epsilon && fabs(sy) > epsilon && fabs(w2) > epsilon;
+ }
+
+ //------------------------------------------------------------------------
+ inline bool trans_perspective::is_identity(double epsilon) const
+ {
+ return is_equal_eps(sx, 1.0, epsilon) &&
+ is_equal_eps(shy, 0.0, epsilon) &&
+ is_equal_eps(w0, 0.0, epsilon) &&
+ is_equal_eps(shx, 0.0, epsilon) &&
+ is_equal_eps(sy, 1.0, epsilon) &&
+ is_equal_eps(w1, 0.0, epsilon) &&
+ is_equal_eps(tx, 0.0, epsilon) &&
+ is_equal_eps(ty, 0.0, epsilon) &&
+ is_equal_eps(w2, 1.0, epsilon);
+ }
+
+ //------------------------------------------------------------------------
+ inline bool trans_perspective::is_equal(const trans_perspective& m,
+ double epsilon) const
+ {
+ return is_equal_eps(sx, m.sx, epsilon) &&
+ is_equal_eps(shy, m.shy, epsilon) &&
+ is_equal_eps(w0, m.w0, epsilon) &&
+ is_equal_eps(shx, m.shx, epsilon) &&
+ is_equal_eps(sy, m.sy, epsilon) &&
+ is_equal_eps(w1, m.w1, epsilon) &&
+ is_equal_eps(tx, m.tx, epsilon) &&
+ is_equal_eps(ty, m.ty, epsilon) &&
+ is_equal_eps(w2, m.w2, epsilon);
+ }
+
+ //------------------------------------------------------------------------
+ inline double trans_perspective::scale() const
+ {
+ double x = 0.707106781 * sx + 0.707106781 * shx;
+ double y = 0.707106781 * shy + 0.707106781 * sy;
+ return sqrt(x*x + y*y);
+ }
+
+ //------------------------------------------------------------------------
+ inline double trans_perspective::rotation() const
+ {
+ double x1 = 0.0;
+ double y1 = 0.0;
+ double x2 = 1.0;
+ double y2 = 0.0;
+ transform(&x1, &y1);
+ transform(&x2, &y2);
+ return atan2(y2-y1, x2-x1);
+ }
+
+ //------------------------------------------------------------------------
+ void trans_perspective::translation(double* dx, double* dy) const
+ {
+ *dx = tx;
+ *dy = ty;
+ }
+
+ //------------------------------------------------------------------------
+ void trans_perspective::scaling(double* x, double* y) const
+ {
+ double x1 = 0.0;
+ double y1 = 0.0;
+ double x2 = 1.0;
+ double y2 = 1.0;
+ trans_perspective t(*this);
+ t *= trans_affine_rotation(-rotation());
+ t.transform(&x1, &y1);
+ t.transform(&x2, &y2);
+ *x = x2 - x1;
+ *y = y2 - y1;
+ }
+
+ //------------------------------------------------------------------------
+ void trans_perspective::scaling_abs(double* x, double* y) const
+ {
+ *x = sqrt(sx * sx + shx * shx);
+ *y = sqrt(shy * shy + sy * sy);
+ }
+
+
+}
+
+#endif
+