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在幾何上定義為兩個(gè)向量空間之間的一個(gè)仿射變換或者仿射映射(來自拉丁語,affinis,"和。..相關(guān)")由一個(gè)線性變換接上一個(gè)平移組成。
inline const trans_affine&trans_affine::scale(double x, double y)
參數(shù)一對(duì)x橫坐標(biāo)的縮放系數(shù),參數(shù)二對(duì)y縱坐標(biāo)的縮放系數(shù)
這里有一個(gè)問題:就是圖形的縮放之后,并不是在原有的位置上,進(jìn)行縮放,而是整體的縮放,比如最明顯的是圓形,圓心的位置發(fā)生了改變,所以需要進(jìn)行平移,恢復(fù)到以前的圓心。
inline const trans_affine&trans_affine::rotate(double a)
參數(shù)對(duì)圖形進(jìn)行旋轉(zhuǎn),旋轉(zhuǎn)的圓心是坐標(biāo)的原點(diǎn)(0,0),也就是顯示界面的左上角,和一般的笛卡爾坐標(biāo)不一樣的地方,Y軸的縱坐標(biāo)進(jìn)行了翻轉(zhuǎn),Y軸向下逐漸增大。
應(yīng)用注意事項(xiàng):參數(shù)采用的是弧度的形式,至于弧度(radians)和角度(degrees)之間的區(qū)別,請(qǐng)參考其他的章節(jié),不再贅述。所以該參數(shù)的范圍是[-pi,pi].pi = 3.141592653.正值表示順時(shí)針旋轉(zhuǎn),負(fù)值逆時(shí)針旋轉(zhuǎn),旋轉(zhuǎn)的中心對(duì)稱點(diǎn)是(0,0),切記??!很可能會(huì)旋轉(zhuǎn)到界面之外。
Tips:角度轉(zhuǎn)弧度agg::deg2rad(doubledegrees)
inline const trans_affine&trans_affine::translate(double x, double y)
參數(shù)一,X軸平移量,參數(shù)二,Y軸平移量
本文不打算描述trans_affine仿射變換的基本原理,其中的代碼在agg_trans_affine.h文件中定義,涉及到的六個(gè)仿射變量如下:
double sx, shy, shx, sy, tx, ty;
可以搜索仿射變換的基本原理。
實(shí)例代碼如下:
ras.reset();
agg::ellipse ell(400,400,20,70);
//坐標(biāo)轉(zhuǎn)換
agg::trans_affine mtx;
//mtx.scale(0.5,1); //x軸縮小到原來的一半
mtx.rotate(agg::deg2rad(30));//旋轉(zhuǎn)30度
//mtx.translate(200,200);//X,Y坐標(biāo)分別平移100
typedef agg::conv_transform<agg::ellipse> ell_ct_type;
ell_ct_type ctell(ell,mtx); //矩陣變換
ras.add_path(ctell);
agg::render_scanlines_aa_solid(ras,sl,renb,agg::rgba8(255,0,0));
ras.reset();
這是網(wǎng)上最經(jīng)典的一個(gè)使用例子,但是并沒有說明旋轉(zhuǎn)是如何實(shí)現(xiàn)的,稍微修改了一下代碼:
mtx.rotate(agg::deg2rad(60));//旋轉(zhuǎn)60度
結(jié)果:發(fā)現(xiàn)界面上什么也沒有,橢圓不見了??!
原因:順時(shí)針旋轉(zhuǎn)出界面。
void RotateEclipse()
{
//關(guān)于agg::slider_ctrl<agg::rgba8>的基本使用,請(qǐng)參考其他的章節(jié)
int value = m_slider1.value();//取值
agg::rendering_buffer &rbuf = rbuf_window();
agg::pixfmt_bgr24 pixf(rbuf);
typedef agg::renderer_base<agg::pixfmt_bgr24> renderer_base_type;
renderer_base_type renb(pixf);
agg::rasterizer_scanline_aa<> ras;
agg::scanline_u8 sl;
ren_bas.clear(agg::rgba8(255,255,255));
agg::trans_affine mtx;
//mtx.scale(0.5,0.5); //x軸縮小到原來的一半
mtx.rotate(agg::deg2rad(value));//旋轉(zhuǎn)30度
//mtx.translate(100 ,100);//X,Y坐標(biāo)分別平移100
agg::ellipse ell(900,900,20,30);
typedef agg::conv_transform<agg::ellipse> ell_ct_type;
ell_ct_type ctell(ell,mtx); //矩陣變換
ras.reset();
ras.add_path(ctell);
agg::render_scanlines_aa_solid(ras,sl,renb,agg::rgba8(255,0,0));
agg::render_ctrl(ras, sl, renb, m_slider1);
}
目前已經(jīng)很難下載到,早期的項(xiàng)目有應(yīng)用到,沒有繼續(xù)更新??!
如下代碼對(duì)矩形進(jìn)行縮放:
ras.reset();
agg::path_storage ps;
ps.move_to(30,30);
ps.line_to(50,30);
ps.line_to(50,50);
ps.line_to(30,50);
ps.line_to(30,30);
agg::trans_affine mtx;
//橫坐標(biāo)放大2倍,縱坐標(biāo)放大3倍
mtx*= agg::trans_affine_scaling(2, 3);
//橫坐標(biāo)平移100,縱坐標(biāo)平移300,正數(shù)向右,負(fù)數(shù)向左
mtx*=agg::trans_affine_translation(100,100);
typedefagg::conv_transform<agg::path_storage> ell_ct_type;
ell_ct_type ctell(ps,mtx); //矩陣變換
typedef agg::conv_stroke<ell_ct_type>ell_cc_cs_type;
ell_cc_cs_typecsccell(ctell);
ras.add_path(ctell);
agg::trans_affine mtx;
mtx.scale(0.5,0.5); //x軸縮小到原來的一半
mtx.rotate(agg::deg2rad(40));//旋轉(zhuǎn)30度
mtx.translate(100 ,100);//X,Y坐標(biāo)分別平移100
typedefagg::conv_transform<agg::path_storage> ell_ct_type;
ell_ct_type ctell(ps,mtx); //矩陣變換
typedef agg::conv_stroke<ell_ct_type>ell_cc_cs_type;
ell_cc_cs_type csccell(ctell);
ras.add_path(csccell);
在笛卡爾坐標(biāo)系中(Cartesian coordinates)仿射轉(zhuǎn)換(affine transformation)是一種線性的轉(zhuǎn)換(在一開始的時(shí)候就設(shè)定了)。她們可以自由的旋轉(zhuǎn)(rotation),縮放(scaling),平移(translation)和剪切變換(skewing).經(jīng)過任意的仿射變換,線段仍然是線段,她永遠(yuǎn)不可能編程一根曲線。
一言以蔽之,任何的矩陣變換都可以用一系列的離散變換實(shí)現(xiàn)。
原文如下:
//============================================================trans_affine
//
// See Implementation agg_trans_affine.cpp
//
// Affine transformation are lineartransformations in Cartesiancoordinates
// (strictly speaking not only inCartesian, but for the beginning wewill
// think so). They are rotation, scaling,translation and skewing.
// After any affine transformation a linesegment remains a line segment
// and it will never become a curve.
//
// There will be no math about matrixcalculations, since it has been
// described many times. Ask yourself avery simple question:
// "why do we need to understand anduse some matrix stuff insteadof just
// rotating, scaling and so on". Theanswers are:
//
// 1. Any combination of transformationscan be done by only 4multiplications
// and 4 additions in floatingpoint.
// 2. One matrix transformation isequivalent to the number ofconsecutive
// discrete transformations,i.e. the matrix "accumulates" alltransformations
// in the order of theirsettings. Suppose we have 4 transformations:
// * rotate by 30 degrees,
// * scale X to 2.0,
// * scale Y to 1.5,
// * move to (100, 100).
// The result will depend on theorder of these transformations,
// and the advantage of matrixis that the sequence of discret calls:
// rotate(30), scaleX(2.0),scaleY(1.5), move(100,100)
// will have exactly the sameresult as the following matrixtransformations:
//
// affine_matrix m;
// m *= rotate_matrix(30);
// m *= scaleX_matrix(2.0);
// m *= scaleY_matrix(1.5);
// m *= move_matrix(100,100);
//
// m.transform_my_point_at_last(x, y);
//
// What is the good of it? In real life wewill set-up the matrix onlyonce
// and then transform many points, letalone the convenience to set any
// combination of transformations.
//
// So, how to use it? Very easy - literallyas it's shown above. Notquite,
// let us write a correct example:
//
// agg::trans_affine m;
// m *= agg::trans_affine_rotation(30.0 *3.1415926 / 180.0);
// m *= agg::trans_affine_scaling(2.0,1.5);
// m *=agg::trans_affine_translation(100.0, 100.0);
// m.transform(&x, &y);
//
// The affine matrix is all you need toperform any lineartransformation,
// but all transformations have originpoint (0,0). It means that we needto
// use 2 translations if we want to rotatesometing around (100,100):
//
// m *= agg::trans_affine_translation(-100.0,-100.0); // move to (0,0)
// m *= agg::trans_affine_rotation(30.0 *3.1415926 / 180.0); // rotate
// m *=agg::trans_affine_translation(100.0, 100.0); // move back to (100,100)
//----------------------------------------------------------------------
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