290 lines
12 KiB
C++
290 lines
12 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2017 - ROLI Ltd.
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 5 End-User License
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Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
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27th April 2017).
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End User License Agreement: www.juce.com/juce-5-licence
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Privacy Policy: www.juce.com/juce-5-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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//==============================================================================
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/**
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Represents a 2D affine-transformation matrix.
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An affine transformation is a transformation such as a rotation, scale, shear,
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resize or translation.
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These are used for various 2D transformation tasks, e.g. with Path objects.
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@see Path, Point, Line
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@tags{Graphics}
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*/
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class JUCE_API AffineTransform final
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{
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public:
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//==============================================================================
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/** Creates an identity transform. */
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AffineTransform() = default;
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/** Creates a copy of another transform. */
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AffineTransform (const AffineTransform&) = default;
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/** Creates a transform from a set of raw matrix values.
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The resulting matrix is:
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(mat00 mat01 mat02)
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(mat10 mat11 mat12)
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( 0 0 1 )
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*/
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AffineTransform (float mat00, float mat01, float mat02,
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float mat10, float mat11, float mat12) noexcept;
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/** Copies from another AffineTransform object */
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AffineTransform& operator= (const AffineTransform&) = default;
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/** Compares two transforms. */
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bool operator== (const AffineTransform& other) const noexcept;
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/** Compares two transforms. */
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bool operator!= (const AffineTransform& other) const noexcept;
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//==============================================================================
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/** Transforms a 2D coordinate using this matrix. */
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template <typename ValueType>
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void transformPoint (ValueType& x, ValueType& y) const noexcept
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{
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auto oldX = x;
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x = static_cast<ValueType> (mat00 * oldX + mat01 * y + mat02);
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y = static_cast<ValueType> (mat10 * oldX + mat11 * y + mat12);
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}
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/** Transforms two 2D coordinates using this matrix.
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This is just a shortcut for calling transformPoint() on each of these pairs of
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coordinates in turn. (And putting all the calculations into one function hopefully
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also gives the compiler a bit more scope for pipelining it).
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*/
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template <typename ValueType>
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void transformPoints (ValueType& x1, ValueType& y1,
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ValueType& x2, ValueType& y2) const noexcept
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{
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auto oldX1 = x1, oldX2 = x2;
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x1 = static_cast<ValueType> (mat00 * oldX1 + mat01 * y1 + mat02);
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y1 = static_cast<ValueType> (mat10 * oldX1 + mat11 * y1 + mat12);
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x2 = static_cast<ValueType> (mat00 * oldX2 + mat01 * y2 + mat02);
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y2 = static_cast<ValueType> (mat10 * oldX2 + mat11 * y2 + mat12);
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}
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/** Transforms three 2D coordinates using this matrix.
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This is just a shortcut for calling transformPoint() on each of these pairs of
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coordinates in turn. (And putting all the calculations into one function hopefully
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also gives the compiler a bit more scope for pipelining it).
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*/
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template <typename ValueType>
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void transformPoints (ValueType& x1, ValueType& y1,
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ValueType& x2, ValueType& y2,
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ValueType& x3, ValueType& y3) const noexcept
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{
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auto oldX1 = x1, oldX2 = x2, oldX3 = x3;
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x1 = static_cast<ValueType> (mat00 * oldX1 + mat01 * y1 + mat02);
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y1 = static_cast<ValueType> (mat10 * oldX1 + mat11 * y1 + mat12);
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x2 = static_cast<ValueType> (mat00 * oldX2 + mat01 * y2 + mat02);
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y2 = static_cast<ValueType> (mat10 * oldX2 + mat11 * y2 + mat12);
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x3 = static_cast<ValueType> (mat00 * oldX3 + mat01 * y3 + mat02);
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y3 = static_cast<ValueType> (mat10 * oldX3 + mat11 * y3 + mat12);
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}
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//==============================================================================
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/** Returns a new transform which is the same as this one followed by a translation. */
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AffineTransform translated (float deltaX,
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float deltaY) const noexcept;
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/** Returns a new transform which is the same as this one followed by a translation. */
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template <typename PointType>
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AffineTransform translated (PointType delta) const noexcept
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{
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return translated ((float) delta.x, (float) delta.y);
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}
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/** Returns a new transform which is a translation. */
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static AffineTransform translation (float deltaX,
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float deltaY) noexcept;
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/** Returns a new transform which is a translation. */
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template <typename PointType>
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static AffineTransform translation (PointType delta) noexcept
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{
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return translation ((float) delta.x, (float) delta.y);
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}
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/** Returns a copy of this transform with the specified translation matrix values. */
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AffineTransform withAbsoluteTranslation (float translationX,
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float translationY) const noexcept;
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/** Returns a transform which is the same as this one followed by a rotation.
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The rotation is specified by a number of radians to rotate clockwise, centred around
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the origin (0, 0).
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*/
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AffineTransform rotated (float angleInRadians) const noexcept;
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/** Returns a transform which is the same as this one followed by a rotation about a given point.
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The rotation is specified by a number of radians to rotate clockwise, centred around
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the coordinates passed in.
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*/
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AffineTransform rotated (float angleInRadians,
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float pivotX,
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float pivotY) const noexcept;
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/** Returns a new transform which is a rotation about (0, 0). */
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static AffineTransform rotation (float angleInRadians) noexcept;
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/** Returns a new transform which is a rotation about a given point. */
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static AffineTransform rotation (float angleInRadians,
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float pivotX,
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float pivotY) noexcept;
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/** Returns a transform which is the same as this one followed by a re-scaling.
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The scaling is centred around the origin (0, 0).
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*/
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AffineTransform scaled (float factorX,
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float factorY) const noexcept;
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/** Returns a transform which is the same as this one followed by a re-scaling.
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The scaling is centred around the origin (0, 0).
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*/
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AffineTransform scaled (float factor) const noexcept;
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/** Returns a transform which is the same as this one followed by a re-scaling.
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The scaling is centred around the origin provided.
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*/
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AffineTransform scaled (float factorX, float factorY,
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float pivotX, float pivotY) const noexcept;
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/** Returns a new transform which is a re-scale about the origin. */
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static AffineTransform scale (float factorX,
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float factorY) noexcept;
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/** Returns a new transform which is a re-scale about the origin. */
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static AffineTransform scale (float factor) noexcept;
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/** Returns a new transform which is a re-scale centred around the point provided. */
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static AffineTransform scale (float factorX, float factorY,
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float pivotX, float pivotY) noexcept;
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/** Returns a transform which is the same as this one followed by a shear.
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The shear is centred around the origin (0, 0).
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*/
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AffineTransform sheared (float shearX, float shearY) const noexcept;
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/** Returns a shear transform, centred around the origin (0, 0). */
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static AffineTransform shear (float shearX, float shearY) noexcept;
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/** Returns a transform that will flip coordinates vertically within a window of the given height.
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This is handy for converting between upside-down coordinate systems such as OpenGL or CoreGraphics.
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*/
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static AffineTransform verticalFlip (float height) noexcept;
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/** Returns a matrix which is the inverse operation of this one.
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Some matrices don't have an inverse - in this case, the method will just return
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an identity transform.
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*/
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AffineTransform inverted() const noexcept;
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/** Returns the transform that will map three known points onto three coordinates
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that are supplied.
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This returns the transform that will transform (0, 0) into (x00, y00),
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(1, 0) to (x10, y10), and (0, 1) to (x01, y01).
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*/
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static AffineTransform fromTargetPoints (float x00, float y00,
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float x10, float y10,
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float x01, float y01) noexcept;
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/** Returns the transform that will map three specified points onto three target points. */
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static AffineTransform fromTargetPoints (float sourceX1, float sourceY1, float targetX1, float targetY1,
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float sourceX2, float sourceY2, float targetX2, float targetY2,
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float sourceX3, float sourceY3, float targetX3, float targetY3) noexcept;
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/** Returns the transform that will map three specified points onto three target points. */
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template <typename PointType>
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static AffineTransform fromTargetPoints (PointType source1, PointType target1,
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PointType source2, PointType target2,
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PointType source3, PointType target3) noexcept
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{
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return fromTargetPoints (source1.x, source1.y, target1.x, target1.y,
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source2.x, source2.y, target2.x, target2.y,
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source3.x, source3.y, target3.x, target3.y);
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}
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//==============================================================================
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/** Returns the result of concatenating another transformation after this one. */
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AffineTransform followedBy (const AffineTransform& other) const noexcept;
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/** Returns true if this transform has no effect on points. */
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bool isIdentity() const noexcept;
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/** Returns true if this transform maps to a singularity - i.e. if it has no inverse. */
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bool isSingularity() const noexcept;
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/** Returns true if the transform only translates, and doesn't scale or rotate the
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points. */
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bool isOnlyTranslation() const noexcept;
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/** If this transform is only a translation, this returns the X offset.
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@see isOnlyTranslation
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*/
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float getTranslationX() const noexcept { return mat02; }
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/** If this transform is only a translation, this returns the X offset.
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@see isOnlyTranslation
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*/
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float getTranslationY() const noexcept { return mat12; }
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/** Returns the approximate scale factor by which lengths will be transformed.
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Obviously a length may be scaled by entirely different amounts depending on its
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direction, so this is only appropriate as a rough guide.
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*/
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float getScaleFactor() const noexcept;
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/* A ready-to-use identity transform - now depracated.
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@deprecated If you need an identity transform, just use AffineTransform() or {}.
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*/
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JUCE_DEPRECATED_STATIC (static const AffineTransform identity;)
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//==============================================================================
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/* The transform matrix is:
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(mat00 mat01 mat02)
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(mat10 mat11 mat12)
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( 0 0 1 )
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*/
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float mat00 { 1.0f }, mat01 { 0.0f }, mat02 { 0.0f };
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float mat10 { 0.0f }, mat11 { 1.0f }, mat12 { 0.0f };
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};
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} // namespace juce
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