1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
|
#pragma once
#include "geometry/point2d.hpp"
#include "base/matrix.hpp"
/// v` = v * M, v = [x, y, 1]
namespace math
{
template <typename T, typename U>
Matrix<T, 3, 3> const Rotate(Matrix<T, 3, 3> const & m, U const & cos, U const & sin)
{
Matrix<T, 3, 3> m1 = Identity<T, 3>();
m1(0, 0) = cos; m1(0, 1) = sin;
m1(1, 0) = -sin; m1(1, 1) = cos;
return m * m1;
}
template <typename T, typename U>
Matrix<T, 3, 3> const Rotate(Matrix<T, 3, 3> const & m, U const & angle)
{
return Rotate(m, cos(angle), sin(angle));
}
template <typename T, typename U>
Matrix<T, 3, 3> const Shift(Matrix<T, 3, 3> const & m, U const & dx, U const & dy)
{
Matrix<T, 3, 3> m1 = Identity<T, 3>();
m1(2, 0) = dx;
m1(2, 1) = dy;
return m * m1;
}
template <typename T, typename U>
Matrix<T, 3, 3> const Shift(Matrix<T, 3, 3> const & m, m2::Point<U> const & pt)
{
return Shift(m, pt.x, pt.y);
}
template <typename T, typename U>
Matrix<T, 3, 3> const Scale(Matrix<T, 3, 3> const & m, U const & kx, U const & ky)
{
Matrix<T, 3, 3> m1 = Identity<T, 3>();
m1(0, 0) = kx;
m1(1, 1) = ky;
return m * m1;
}
template <typename T, typename U>
Matrix<T, 3, 3> const Scale(Matrix<T, 3, 3> const & m, m2::Point<U> const & pt)
{
return Scale(m, pt.x, pt.y);
}
}
|